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Question by NashEquilibrium1987 · Mar 12, 2014 at 04:23 PM · skyboxcubemap

SkyBox with a floor... Well kinda.

From the offset, I know SkyBoxes by there very nature are infinite. But it explains the principle.

I have a panoramic image that I'm using for a skymap, looks ace...

I need to make it so I can place objects on the floor of the skymap.

I've tried converting the panoramic to a cubemap.

Reversing the normals on a cube, I applied the images to the, the corners and edges of cube looked iffy, and so did the perspective.

Does anybody have any suggestions on what todo or is the best method

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avatar image edve98 · Mar 12, 2014 at 04:57 PM 0
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What do you mean by saying sky box floor? I'm pretty sure that there is no floor of the sky box.

avatar image NashEquilibrium1987 · Mar 12, 2014 at 06:39 PM 0
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Thats what I mean.

I want the image that would be on the bottom of the SkyBox to be on a plane, which I can drop objects onto.

While the rest of the skybox images the meets it on it's sides.

$$anonymous$$aybe this will give you an idea of what I mean: alt text

screenshot 2014-03-12 14.44.00.png (272.9 kB)
avatar image rutter · Mar 12, 2014 at 07:04 PM 0
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The skybox doesn't exist in your scene, though. It's a cubemap that gets rendered before anything else, which effectively means it's infinitely far away at all times. No matter how far you move, you will never get closer to it.

$$anonymous$$eanwhile, a "floor" usually exists in terms of real, finite geometry (like a textured quad). You can get closer to it, farther away from it, collide with it, and all that jazz.

If you're looking for an "infinite room" effect, you could create a skybox representing walls and ceiling, then create a quad to serve as a floor. The player can move around on the quad and look around. A lot of classic FPS games are put together in this way.

If that's not what you're looking for, you might need to explain in more detail. Specifically, in what way is it not a solution?

avatar image NashEquilibrium1987 · Mar 12, 2014 at 07:43 PM 0
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Thats sort of what I want todo, would like the quad to line up with the skybox.

So it appears that the objects are moving on the tiled floor.

Here is the skybox alonealt text

The bit that hasn't rendered is the bottom of the skybox.

screenshot 2014-03-12 15.25.01.png (523.5 kB)
avatar image NashEquilibrium1987 · Mar 12, 2014 at 08:00 PM 0
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I have a plane in, and using the TDOrbit script with the plane as a focus causes it to look like:

alt text

Which isn't ideal:

screenshot 2014-03-12 15.45.44.png (462.6 kB)

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