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It's been quite a while since oldunreal had an overhaul, but we are moving to another server which require some updates and changes. The biggest change is the migration of our old reliable YaBB forum to phpBB. This system expects you to login with your username and old password known from YaBB.
If you experience any problems there is also the usual "password forgotten" function. Don't forget to clear your browser cache!
If you have any further concerns feel free to contact me: Smirftsch@oldunreal.com
player possition based skyboxes
- hell
- OldUnreal Member
- Posts: 7
- Joined: Sun Jul 29, 2007 2:24 pm
player possition based skyboxes
hey was wonderin if it was possible to code in unreal for one of the versions a slightly more advanced skyzoneinfo system. by that i mean move the skyzone camera in a relative direction of the players movement. if anyone play's valve source games you will see in maps with skyboxes the suroundings move slightly when going through a map. this would be really great and make maps more realistic like.
- PRIMEVAL
- OldUnreal Member
- Posts: 854
- Joined: Mon Apr 24, 2006 10:45 pm
Re: player possition based skyboxes
Kinda reminds me of the DOOM games. But I'm not seeing how that would be realistic since I would assume the mountains in the distance would remain stationary... :-?

- hell
- OldUnreal Member
- Posts: 7
- Joined: Sun Jul 29, 2007 2:24 pm
Re: player possition based skyboxes
well say you had a mountain pass and you walked from one end to the other the one end would be different that the other cos of the gradual change
- PRIMEVAL
- OldUnreal Member
- Posts: 854
- Joined: Mon Apr 24, 2006 10:45 pm
Re: player possition based skyboxes
Ah, ok, that makes sense. But would we notice while we're busy blowing up Skaarj, Brutes, and Titans?
But yeah, thinking about it that is a neat idea. I wouldn't know how it would be done, though.

- Chaos13
- OldUnreal Member
- Posts: 951
- Joined: Sat Feb 16, 2008 10:24 am
Re: player possition based skyboxes
The thing is called "Parallax Skybox" actually...
Skydev = Chaos13 = Dimension4
- GreatEmerald
- OldUnreal Member
- Posts: 5347
- Joined: Mon May 21, 2007 2:30 pm
Re: player possition based skyboxes
ZoneInfo attached to a mover? But then it doesn't follow the player.
- Raven
- OldUnreal Member
- Posts: 311
- Joined: Fri Jun 10, 2005 5:10 am
Re: player possition based skyboxes
Here's code (changed U2 ParallaxSkyZoneInfo). Didn't test it in game, but it compiles fine.
Code: Select all
class ParallaxSkyZoneInfo extends SkyZoneInfo;
var() float RelativeMoveScale;
var Pawn Player;
var vector LastPlayerLocation;
//------------------------------------------------------------------------------
simulated function Tick( float DeltaTime )
{
local Pawn iPawn;
Super.Tick( DeltaTime );
if( Player == None )
{
for( iPawn = Level.PawnList; iPawn != None; iPawn = iPawn.NextPawn )
if( PlayerPawn(iPawn) != None && PlayerPawn(iPawn).Player != None )
Player = PlayerPawn(iPawn);
if( Player != None )
LastPlayerLocation = Player.Location;
}
else
{
SetLocation( Location + (Player.Location - LastPlayerLocation) * RelativeMoveScale );
LastPlayerLocation = Player.Location;
}
}
defaultproperties
{
RelativeMoveScale=0.100000
bStatic=False
}

- Chaos13
- OldUnreal Member
- Posts: 951
- Joined: Sat Feb 16, 2008 10:24 am
Re: player possition based skyboxes
I dont like this code, because its only for SinglePlayer games and obviously wont work in network games.
Skydev = Chaos13 = Dimension4
- GreatEmerald
- OldUnreal Member
- Posts: 5347
- Joined: Mon May 21, 2007 2:30 pm
Re: player possition based skyboxes
The function is at least simulated 
-
Pravin
Re: player possition based skyboxes
That code could easily work online, by checking the role of the playerpawn being examined before setting the local player var..
That would cover the case of a client - role is autonomous, or a singleplayer game - netmode is standalone. There should probably be prevention of the zone moving out of world bounds and such. This code seems to be largely for example purposes, but would be a great base.
Code: Select all
for( iPawn = Level.PawnList; iPawn != None; iPawn = iPawn.NextPawn )
if( PlayerPawn(iPawn) != None && PlayerPawn(iPawn).Player != None && (iPawn.Role=Role_AutonomousProxy||Level.NetMode==NM_StandAlone))
Player = PlayerPawn(iPawn);
if( Player != None )
LastPlayerLocation = Player.Location;
- Chaos13
- OldUnreal Member
- Posts: 951
- Joined: Sat Feb 16, 2008 10:24 am
Re: player possition based skyboxes
You sure simulated function that is not owned by playerpawn will be executed? Also it would be very good to make axis restrictions, warping and "infinite length surface" for perfect parallax
All is easy to do ofc (think of setowner)
Last edited by Chaos13 on Mon Aug 18, 2008 1:26 am, edited 1 time in total.
Skydev = Chaos13 = Dimension4



