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#309325 - 02/08/10 18:23
background models
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User
Registered: 02/04/05
Posts: 636
Loc: Williamsburg, VA USA
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Is it safe to assume that there is no way to place large models in the background that the camera cannot get close to?
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Making dreams come true... And being erroneously accused of software piracy by Conitec in the process.
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#309329 - 02/08/10 18:45
Re: background models
[Re: draculaFactory]
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User
Registered: 12/21/08
Posts: 547
Loc: America
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Use a VIEW entity or a SKY entity.
_________________________
Sheridan Rathbun, programmer. I know C-Script and Lite-C very well. I have roughly 8 years of experience in game development. If you have a question or a job offer, PM me! "Hexen: Edge of Chaos" Doom3 mod approaching release! http://www.hexenmod.com/
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#309403 - 02/09/10 06:08
Re: background models
[Re: Redeemer]
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User
Registered: 02/04/05
Posts: 636
Loc: Williamsburg, VA USA
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See here is the thing... A view entity is close to the camera and covers everything else, which isn't what I was looking for. A sky entity does not work in this manner; it still allows the camera to get close to it and it still may be contacted by other models. I've tested this up, down, and sideways; setting those flags simply does not work. I knew someone was going to respond saying this jeez.
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Making dreams come true... And being erroneously accused of software piracy by Conitec in the process.
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#309406 - 02/09/10 07:54
Re: background models
[Re: draculaFactory]
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User
Registered: 05/05/08
Posts: 728
Loc: in a House
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i think you can use a normal model and use a script to hold a distance, then you can never touch the model.
you could use something like this: while(1) { my.x=camera.x+500; wait(1) }
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Commercial Edition A7.85.3 -------------------- Testen... Ich hasse testen!
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#309472 - 02/09/10 17:24
Re: background models
[Re: alibaba]
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User
Registered: 02/04/05
Posts: 636
Loc: Williamsburg, VA USA
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Yes I am currently using that method, however, the background model will still intersect with other models in the area which is something that I am trying to avoid.
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Making dreams come true... And being erroneously accused of software piracy by Conitec in the process.
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#309833 - 02/11/10 16:18
Re: background models
[Re: draculaFactory]
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User
Registered: 12/21/08
Posts: 547
Loc: America
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A sky entity does not work in this manner; it still allows the camera to get close to it and it still may be contacted by other models. Umm, no. A sky entity does not interact with your level or any objects in it. You define a SKY entity like this:
SKY* test_sky =
{
/* clip distance is 50000 quants */
/* to keep our model IN FRONT of any skybox you have */
/* keep its x, y, z parameters LESS than 50000 quants */
type = "mountains.mdl";
x = 30000;
y = 30000;
z = 0;
/* the sky entity will NOT react with any other objects, and */
/* it will stay exactly 30000x quants and 30000y quants away */
/* from the camera at all times */
}
So, like I said: use a sky entity.
_________________________
Sheridan Rathbun, programmer. I know C-Script and Lite-C very well. I have roughly 8 years of experience in game development. If you have a question or a job offer, PM me! "Hexen: Edge of Chaos" Doom3 mod approaching release! http://www.hexenmod.com/
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#310519 - 02/15/10 09:25
Re: background models
[Re: draculaFactory]
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Expert
Registered: 01/02/04
Posts: 2863
Loc: The Netherlands
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http://www.conitec.net/beta/aview-scene.htmthat should get you sorted. Redeemer did make the mistake calling it SKY* where it should read ENTITY* Even the best make a mistake sometimes  regards,
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#310559 - 02/15/10 16:12
Re: background models
[Re: Helghast]
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User
Registered: 02/04/05
Posts: 636
Loc: Williamsburg, VA USA
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Helghast, I know that you are trying to help, but that method simply does not work. I've been trying to do this for over a month now. Redeemer did make the mistake calling it SKY*
I know he did  I knew he did before I even pasted the code lol. Oh burn.
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Making dreams come true... And being erroneously accused of software piracy by Conitec in the process.
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#310561 - 02/15/10 16:49
Re: background models
[Re: draculaFactory]
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User
Registered: 12/21/08
Posts: 547
Loc: America
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Whoops! I'm pretty sure that was how it was done in C-Script, but I must be mistaken. I'll have to look it up again...
@draculaFactory: This might seem rather obvious, but have you checked in the manual for this? The manual should have an entry for sky entities.
_________________________
Sheridan Rathbun, programmer. I know C-Script and Lite-C very well. I have roughly 8 years of experience in game development. If you have a question or a job offer, PM me! "Hexen: Edge of Chaos" Doom3 mod approaching release! http://www.hexenmod.com/
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