skybox/terrain issue...need advice!

Idlewild Idlewild — December 30, 2005
The map I'm currently working on is nearing completion. (Huge outdoors/sub-terainian TDM and CTF map, 40MB without lights/pathing and decor)
An unexpected issue has arisen though. I've added the skybox without a problem, but I've made the terrain much larger than the map itself...it extends a long way past the walls of the map box. The hills in the map block the view of what lies beyond, but only in the lower parts of the map. There are towers that allow a player to get VERY high in the map and so a player can see all the terrain right out to the terrain box which is the textured skybox backdrop. So the skybox appears to be way off in the distance.

I intended to make the extra terrain invisible to save rendering resources but still, a player can see all that empty space. The design can't be changed at this late date. I tried re-scaling the terrain but that messes up all I've done, of course. (Is there a way to bring in all 4 sides of the terrain in closer to match the map box?)

I'm hoping you can suggest a fix.
- Is there away to have the skybox backdrop on the map box? (which is what I thought would be the case)
- I could raise the extra terrain around the map to try to hide the view out, but I think I would have to make it too high and stretch the utx too much.
- What about a 360 degree ring of fog?
-Is there a way to bring in all 4 sides of the terrain in closer to match the map box?

I'm hoping you will pitch in with some mapping expertise/advice and tell me what my best options are.
Thanks hugely in advance....and HAPPY NEW YEAR!!!

Idlewild
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Comments

  • saka saka — December 31, 2005
    I'm not sure I understand what you mean here. Could you post a screenshot?
  • DGUnreal DGUnreal — February 23, 2006
    You should never extend terrain past the main subtraction cube, it will often render as black terrain visible past the main play area overlapping the skybox video-posting.
    To fix this, vertex-edit the main subtraction cube so that the entire terrain block is within the subtraction.
    To prevent players from going to the edge of the terrain, use blocking volumes or design the terrain so that it has an area around its perimeter that is impassable.
  • Idlewild Idlewild — February 25, 2006
    Thanx for the reply DG. Sako had also replied some time ago on the Unreal Playground UT2K4 Level Design forum and he gave some good advice there too. In that conversation there are some screenshots. I'd post a screenshot here but can't see any info as to how to do that on Mapraider.
    The extra terrain beyond the confines of the map is rendered, all the way to the main subtract cube, and the player is blocked by terrain hills from going beyond the map box. Because the area beyond can be seen and is flat I think my best solution may be to just create some larger hills beyond the map box to hide the distant walls of the main subtract cube, then make some of the terrain near the distant edges invisible so as to cut down on rendering resources. True, I will be rendering some extra terrain, but if I keep it featureless (just hills), and go easy on utx it may not be too bad. I'll also try to optimise the extra areas beyond the map box.
    I will try not to make this mistake again...there's no substitute for experience!!
    :)

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