[Feature Request] Moving Skybox Viewpoint

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[Feature Request] Moving Skybox Viewpoint

Postby Tormentor667 » Sat Dec 11, 2004 12:15 pm

I already asked for this in the very, very, very old notgod.phorums but unfortunately, the discussion got offtopic and then lost, so I try it once again, to get this feature:

A very useful thing would be the addition of an Moving Skybox Viewpoint which moves relative to the player's position. This would make up for more realism and a by far better illusion concerning "faked-3d"

The skybox thing would have just one argument (or two, concerning the amount over 255) and this would define the percentage ratio of the relative movcement to the players speed and direction. 100 would mean, that the skybox viewpoint moves exactly like the player (just like a mirrored clone), 50 would mean half the speed and so on.

The moving skybox thing is noclipped and mappers would have to make sure, that their skybox is large enough for the moving skybox thing. Also, the skybox behaves different to each player start, just depending where the player start 2-8 are placed. Same goes for deathmatch starts.

Just imagine the possibilites!!!!
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Postby Cutmanmike » Sat Dec 11, 2004 12:21 pm

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Postby Tormentor667 » Sat Dec 11, 2004 12:23 pm

@cutmanmike - This is achieved via ACS but I don't like this version, because it doesn't act relative to the Player's position and actually, a non-ACS variant would be much more comfortable!
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Postby Chris » Sat Dec 11, 2004 8:27 pm

I like that idea. It'd really help give a better illusuion of depth. Imgaine seeing those mountains off in the distance ever-so-slowly get bigger as you walk towards the edge of the level.
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Postby Chilvence » Sun Dec 12, 2004 4:35 am

You could probably fake this with ACS now using a combination of GetActor<xxxx> and Thing_Move
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Postby Chris » Sun Dec 12, 2004 5:04 am

Still it would be nice for it to be automatic.. like one or two byte arguments for the skybox thing used for a speed scalar.. 0 is none (no skybox movement) and 255 is full 1:1 skybox camera movement. You could also have a seperate one for vertical movement. Of course, you might need a skybox anchor point.. placed somewhere on the map, it would be where the skybox thing would center (ie. if the player viewpoint is on the skybox anchor, the skybox viewpoint would be at the skybox viewer).
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Postby Tormentor667 » Sun Dec 12, 2004 6:07 am

@Chris - Exactly, this is how it would work absolutely perfect and how it would be easy enough for us to work with! :)
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Postby Chilvence » Sun Dec 12, 2004 6:42 am

Well, this sort of works, only you have to kill the teleport fog because theres no way to turn it off

#include "zcommon.acs"

#define SKYSCALE 0.5
#define SKYX 100
#define SKYY 100
#define SKYZ 150

script 1 enter
{
thing_changetid(0, 1000);
}

script 2 open
{
spawn("MapSpot", FixedMul(GetActorX(1000)+SKYX, SKYSCALE),
FixedMul(GetActorY(1000)+SKYY, SKYSCALE),
FixedMul(GetActorZ(1000)+SKYZ, SKYSCALE),
1001, 0);
delay(3);
Thing_move(128, 1001);
Thing_Destroy(1001);
restart;
}
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Postby Tormentor667 » Sun Dec 12, 2004 7:02 am

Well, thx for the script, chilvence, but as you already said: This creates restrictions and this additional thing method (which won't be too hard to code) might make things much easier!
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Postby Tormentor667 » Sat Jan 08, 2005 9:07 am

Sorry, for bumping but what has happend to this idea?
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Postby Graf Zahl » Sat Jan 08, 2005 11:58 am

Nothing, it seems.
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Postby Kirby » Sat Jan 08, 2005 12:20 pm

You need to get randy down here on the double!
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Postby Tormentor667 » Sat Jan 08, 2005 12:35 pm

Well, I don't think that randy hasn't yet read this thread (as far as I know, he reads a lot of requests here), the only thing I need is a comment from him, if he will do it or not :)
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