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TOPIC: Multiple Skyboxes

Multiple Skyboxes 7 years 6 months ago #690

  • Ganderoleg
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Is it possible to switch between two Skyboxes without changing the level? Or just change Skybox images by replacing each image file through function?

I've tried couple of things but none worked:
www.gamemaker3d.com/player?pid=051530018329

...also it seems that position of skyboxes in editor (if one is higher in the list then the other) can determine it's visibility in game.
Last Edit: 7 years 6 months ago by Ganderoleg.
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Multiple Skyboxes 7 years 6 months ago #691

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We have added "Visible" parameter for the SkyBox so now you can add two SkyBoxes and set their visibility.
The feature is available only in Beta channel right now but we will release it soon.
Here is an example in the beta channel:
www.gamemaker3d.com/editor/beta.html?pid=01618521
Regards,
Cyberix3D team
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Multiple Skyboxes 7 years 6 months ago #692

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It's working without any issues :woohoo: Thanks very much :)

Can I use Beta Editor for working and saving or should I wait until the feature is in the main Editor?
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Multiple Skyboxes 7 years 6 months ago #693

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Yes, you can use the beta editor and save your work without a problem.
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Multiple Skyboxes 7 years 6 months ago #698

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The SkyBox "visible" parameter is now out of beta.
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Multiple Skyboxes 7 years 6 months ago #699

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I just saved it with regular editor and it's working great :woohoo:

www.gamemaker3d.com/player?pid=051530018329

I just have two camera-related questions:

1. Is it possible to limit camera tilt? When dealing with equirectangular images there's (almost) always a top/bottom part of the image where distortions can be seen. By limiting camera tilt these parts could stay hidden from player and also create a more realistic feel (since none of us is ever really looking around under 90 degrees upwards) :)

Tilt1.jpg

...this is an example of a very small distortion but the distortions are usually much more visible.

2. Is it possible to have 'forced camera-pan values' at moments? When transiting from one image to another it's very disorienting if camera is not set to optimal pan for 'movement forward'.


Pan1.jpg

...when exiting the first 'room' player expects to see the part of the image he is heading to, not the left/right part of the image.

I think I've seen some examples of limited tilt but can't say I've seen forced-pan.

EDIT:

I've just figured out possible workaround for pan:
When clicking on the 'trigger' in the image for 'moving forward', I could disable the user input, set camera pan and then, after a second, allow input again :) I'm gonna give it a try now.
Last Edit: 7 years 6 months ago by Ganderoleg.
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Multiple Skyboxes 7 years 6 months ago #700

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I've solved the camera-pan problem ( in a somewhat complicated way :lol: ) but it's doing what it should :).

www.gamemaker3d.com/player?pid=051530018329

With a fake fade in/fade out image on top of everything while transiting it will look great.

EDIT: The trigger areas are now visible just to show where player should click.
Last Edit: 7 years 6 months ago by Ganderoleg.
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Multiple Skyboxes 7 years 6 months ago #701

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I managed to track camera tilt by assigning the camera X values to the sphere object. Now when sphere's X is lower then -40 the camera is being reset to -39.

www.gamemaker3d.com/player?pid=051530018329

Unfortunately it's a bit awkward, the mouse is still active in reset function... but I think it's a step forward, I just need to find a good way to refine it :)
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Multiple Skyboxes 7 years 6 months ago #706

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We have added a few parameters to the "Camera Controller" and "Set Camera" commands to help you solve the problems.

2016-10-17_22-14-30.png


2016-10-17_22-16-01.png



You can test it in the beta channel:
www.gamemaker3d.com/editor/beta.html

Please tell us if it helps.

Regards,
Cyberix3D team
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Multiple Skyboxes 7 years 6 months ago #707

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It helps a lot, everything is functioning great now, the tilt min/max is keeping the camera in the right degree span :woohoo:

I even managed to have a desired tilt when transiting rooms, thanks :)
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