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Building Skyboxes in Raven Shield
-by Beckett, last updated March 24, 2003
française disponible à gignlabs.com |
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In this tutorial, you'll learn how to create a
working skybox for your custom Raven Shield map. The process is pretty
similar with young naturist girls any Unreal engine game. The major difference with Raven
Shield is that the skyboxes have all been designed as static meshes
rather than textures (static meshes which are, of course, textured
themselves... to be technical about it). You can browse through a number
of skybox textures in the editor, but if you try to plug them into your
skybox directly they simply won't display properly (as many of you have
probably discovered already).
This tutorial assumes that you are already
familiar with UnrealED and know how to load a simple custom map into
Raven Shield. If this is not the case, take a look at my earlier
tutorial, "Building
Your First Raven Shield Map", and then come back to this one. I'm
not going to spend much time in this tutorial dealing with textures,
lighting, insertion points, or path nodes. I'll assume you know what
you're doing and can improvise these as you go along.
Let's get started. Open the texture browser and
choose "R6_Common.Backdrop" by opening "R6_Common.utx" and selecting
"Texture Backdrop [DXT1]". Carve out a cube sized
Height=640,Width=768,Breadth=1408. Change the ground surface to any
appropriate terrain texture. Select the ceiling and 4 inside walls,
right click, and choose "Surface Properties". Select the "Fake Backdrop"
checkbox and then click the "Apply" button. This tells the map to look
for a skybox to use as a background for these surfaces. (It is important
that you apply the R6_Common.Backup texture on any surface which you
designate as a fake backdrop. This texture has no impact effect set,
which will allow bullets to sail into the distance, rather than
unrealistically bouncing off of the fake backdrop.)
Close the surface properties window. Open the Actor Classes browser,
expand "Info" and select "ZoneInfo". Right click in the center of our
area and choose "Add ZoneInfo Here". (Note: this step was not in the
original version of this tutorial, and as a result the skybox did not
appear for clients when playing multiplayer games.) Add an insertion
zone and and a node point as well. (If you need help with this,
review my earlier tutorials).
Return to the Actor Classes browser, expand "Light" and select
"Sunlight". Right click in the center of our area and choose "Add
Sunlight Here". Position the Sunlight icon in the top half of the
'world', and rotate it so that the red arrow points downward. Open the
properties window, expand "LightColor", and set LightBrightness to "240"
and LightHue to "50". (This will illuminate the ground pretty well as
long as you pointed the red arrow down).
Now, create a builder brush sized Height=256,Width=512,Breadth=512. Drag
this brush completely outside our subtracted area (the two areas should
not touch) and then subtract the cube. It doesn't matter what texture
you have selected, because this texture will never be seen. Open the
Actor Classes browser, expand "Info | ZoneInfo", and select "SkyZoneInfo".
Right click in the center of the area we just created and choose "Add
SkyZoneInfo Here". This identifies the entire inside of this area as our
skyzone (you should only have one skyzone per map). Make sure the
SkyZoneInfo actor icon is completely inside the cube, both horizontally
and vertically.
Now open up the static mesh browser, open "Airport_SM.usx", choose
"Skybox", and select "SkyBoxAirport". Right click inside our skybox and
choose "Add Static Mesh: 'Airport_SM.usx.Skybox.SkyBoxAirport'". Postion
the static mesh so that it fits perfectly inside our skybox. Open the
Actor Classes browser again, expand "Light" and select "R6GlowLight".
Right click in the center of the skybox and choose "Add R6GlowLight
Here". Make sure the lightbulb icon is completely inside the skyzone.
Open the properties window, expand "LightingColor", and set
LightBrightness to "1" and LightHue to "50". That will do a fine job of
lighting our skybox background.
The vertical positioning of the SkyZoneInfo actor in your skybox is very
important. In the case of the airport skybox that we are using here, I
recommend we place the SkyZoneInfo actor just slightly above the floor
of our skybox; this will set a low perspective, causing the mountains to
rise up majestically over you. In some cases, you will want to set the
SkyZoneInfo actor higher in the skybox. For example, in the Penthouse
map, you are looking down at the city below so you want to set a high
perspective. The best way to think about it is to imagine that your
entire subtracted world been shrunk and stuffed inside the SkyboxInfo
actor icon. Note that you can test how the skybox is positioned right
from the editor. After repositioning the SkyZoneInfo actor, rebuild,
position your camera low to the ground in your map, and press [K] to
toggle 'Show Backdrop' in the 3d view. Then move the camera around the
map, staying low to the ground where the player will be, to see how it
looks. Press [K] to hide the backdrop again.
Now, we'd better cage the player in a bit. In my opinion, one of the
most important decisions in building a map is how to block the borders
of the map without making the player feel like they are trapped or
living in a box; this can make all the difference in how realistic the
map feels. The best borders are those that are layered, for example a
vehicle, followed by a fence, followed further back by a small building
and finally by the far off mountains in the skybox. Some of the Raven
Shield campaign maps go to great lengths to make you feel like you're
part of a larger world. When I burst through the Garage level for the
first time, and found myself looking at a 3d modeled ocean, I fell out
of my chair.
With all that said, we'll be keeping it pretty simple for this tutorial.
Our goal is simply to keep the player from ever seeing a 'horizon' where
the ground abruptly ends and the sky begins. Not only does this look
unrealistic, but if the player peeks over the edge, they'll see a hall
of mirrors effect. That doesn't mean you've built the skybox
incorrectly. You just need to do a good job of keeping the player away
from the edges.
Create a cube builder brush sized Height=224,Width=16,Breadth=1408. In
the texture browser, open "Airport_T.utx", choose "Wall" and select any
of the wall textures. Add one wall on the far side of the world and one
wall on the near side, right along each edge. Next, place a shorter wall
(sized Height=64,Width=736,Breadth=16) to block the left edge of the
map. However, then place an identical wall about 256 units in from the
first one to keep the player from getting to close and peeking over the
edge. Our 'sun' won't do a very good job of lighting these, so open up
their surface properties, select the "Unlit" checkbox, and click the
"Apply" button for each one. (I rarely recommend using the "unlit"
setting in a final map, but it'll do fine for now.)
Now open up the static mesh browser again, and browse to
"Airport_SM.Vegetation.Backdrop_01". Place this static mesh, rotate it,
and position it along the right edge of the area. Return to the static
mesh browser, select "Airport_SM.usx.Vegetation.Backdrop_02" and
position that on the map as well. Make sure no vegetation is sticking
through the floor. You should be blocking the entire right edge now, but
it doesn't need to be exact, since we won't let the player get too
close.
Return once more to the static mesh browser. Browse to
"Airport_SM.Fences.Mur_Grillage3_Air" and place it about 256 units in
front of the vegetation. It's slightly wider than we need. Open the
properties window, expand "Display", and change DrawScale to "0.95".
Make sure the fence isn't sticking through the floor or either wall. Our
'cage' should be complete.
Rebuild the map, save it, and try it out in-game.
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