Talk:Skybox (video games)

message: This article was moved from Skybox because of the prevalence of the term "skybox" for suites at sporting events, and because the Klingon language and Terragen articles link to a company by the name.  I apologize to the author for the need to do this. Geogre 18:12, 19 Aug 2004 (UTC)
replies: text: Actually Quake had no skybox at all, just two layers of texture overlapping eachother. Unreal didn't have skyboxes, but the more advanced skyrooms which is basically an area in the level where the sky is rendered in. It's possible to do much more than moving clouds (such as moving clouds with lighting, spinning asteroids, even creatures flying) Leileilol 05:50, 26 November 2006 (UTC)
replies: text: Yeah, I just spent several minutes in Unreal Tournament 2004 playing with the skyroom. I was hoping someone with a bit more knowledge could add a section on skyrooms, and how they work. All I can see is that they take what's in the room, make it huge, and put it around the player. — SheeEttin {T/C} 19:41, 15 June 2007 (UTC)
replies: text: I saw the editor, they just put a camera on the center of the skyroom, called Sky Zone Info, close to the ground. Some polygons and texture of the playable world, are instructed to show what this sky camera is looking, via Surface Property. Anto  —Preceding unsigned comment added by 78.15.210.108 (talk) 12:44, 3 January 2009 (UTC)
replies: text: The principle of a UT "skyroom" (i'm sure all the tutorials I read reffered to it as a skybox) is just the same as a simple skybox or skydome. If something is drawn behind all the other objects, doesn't move when the player moves (but does respond to the player turning) and is appropriately scaled it will appear to be a long distance away. Allowing arbitary objects in the skyroom makes it much easy to produce animated scenes in the sky, what it doesn't do is provide a way to make a background that seemlessly blends with the foreground so to make it look good you have to design your levels so that the transition is hidden behind a cliff or whatever. Plugwash (talk) 22:30, 23 April 2011 (UTC)
thread_title: Untitled

message: This article is in need of citations. However, I don't want to see this article gutted for lack of citations in true Wikipedia style; I'd actually like to see sources added for once. It currently provides interesting and (almost) useful information about skyboxes that I can't find anywhere else. I suppose this isn't exactly a ringing endorsement for not gutting it.
I'm especially interested in understanding how HL2's skybox (or skyroom) works for The Citadel. By my basic understanding, it would be impossible to "seamlessly blend" a map object and a skybox object except at one precise distance. Any farther and the skybox object will appear larger. Any closer and the map object will appear larger. Allowing the skybox to "move" a bit only reduces the speed at which the difference in size grows. There has to be more to it, and I imagine the answer would be found in a source for these statements.
:If you respect the scale isn't it possible to seamlessly blend? If HL2's skyroom use a 1/16 scale and 1/16 speed the relative worlds are blended. I tried to scale a model to 1/3 and put it at 1/3 as the distance from the camera of the 1:1 model, they look like being the same scale and the same distance. Anto  —Preceding unsigned comment added by 78.15.210.108 (talk) 13:13, 3 January 2009 (UTC)
replies: text: The problem is as I understand it with sourcing articles about game design techniques is that most of the documentation on these subjects is in "self published" sources such as wikis, tutorials on gaming sites and the like. You might find a book or two but even then the technical content probablly hasn't had much verification by anyone except the author. Plugwash (talk) 22:37, 23 April 2011 (UTC)
thread_title:  Citations 

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thread_title: Image copyright problem with Image:Half-Life Opposing Force screenshot.jpg

message: Some 3D games employ a skyback - with rather shoddy results if the skyback is not picked carefully.
NAM skyback - sorry for my DOSbox settings.  — Preceding unsigned comment added by 46.173.12.68 (talk) 22:23, 4 October 2016 (UTC)
thread_title:  Skyback