Abusing Skybox Viewpoint

Ask about mapping, UDMF, using DoomBuilder/editor of choice, etc, here!
Forum rules
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. If you still don't understand how to use a feature, then ask here.

Abusing Skybox Viewpoint

Postby juizzysquirt » Fri Feb 23, 2018 5:55 pm

I'm trying to make spaceship that player can fly, using a Skybox Viewpoint in the actual space and viewing it from static cockpit made out of level geometry. I'm already able to move viewpoint in xyz-dimensions, and modify the yaw-angle, but adjusting pitch (or roll) doesn't do anything. Debugging shows me that these pitch/roll values on actual viewpoint actor does change, but it doesn't affect the view. Is this a bug, or some technical limitation?

I'm using GZDoom 3.2.5 64-bit.
User avatar
juizzysquirt
 
Joined: 04 Jan 2009
Location: Knee-Deep in L.A. Meltdown

Re: Abusing Skybox Viewpoint

Postby Tormentor667 » Sat Feb 24, 2018 2:17 am

I have suggested something in the past but currently roll and pitch have no effect on the skybox viewer
User avatar
Tormentor667
needs more detail
 
Joined: 16 Jul 2003
Location: Germany

Re: Abusing Skybox Viewpoint

Postby Rachael » Sat Feb 24, 2018 2:21 am

Is this feature suggested already? (I vaguely remember it was, but not positive)

If not, it definitely should be.
User avatar
Rachael
QZDoom + Webmaster
 
Joined: 13 Jan 2004

Re: Abusing Skybox Viewpoint

Postby AFADoomer » Sat Feb 24, 2018 2:24 am

Already suggested here.
User avatar
AFADoomer
 
Joined: 15 Jul 2003

Re: Abusing Skybox Viewpoint

Postby juizzysquirt » Sat Feb 24, 2018 12:05 pm

I don't blame Graf for not getting involved in 6DoF-math in Doom engine. It's a bit tricky to deal already when some axis seem to have an arbitrary range and points of origin (at least when dealing with ACS, don't know how it's internally).

In meantime I've settled for a cameratexture in front of the ship, it works fairly well for testing purposes but without post-processing effects and ability to park my ship upside-down in space it's not very presentable. :shrug:
User avatar
juizzysquirt
 
Joined: 04 Jan 2009
Location: Knee-Deep in L.A. Meltdown

Re: Abusing Skybox Viewpoint

Postby Rachael » Sat Feb 24, 2018 12:47 pm

Internally what happens is there is a single command that resets all points to the viewer's position as if they were at (0,0) - this includes angle/pitch/roll. The skybox code was a mess the last time I looked at it, though, which might be why no one bothered to put in an extra roll command for it. Conceptually it would not be that difficult though - two translations (one for the view, one for the skybox actor itself) and you're done. In practice may be the bigger issue though since the skybox code is anything but simple. (Otherwise - to be honest - we'd already have fractional skybox positioning based on camera movement in the engine. :twisted: )
User avatar
Rachael
QZDoom + Webmaster
 
Joined: 13 Jan 2004


Return to Mapping

Who is online

Users browsing this forum: No registered users and 1 guest