Ok I made this tutorial for unreal ed on how to make a skybox. Link:Unreal Ed Sky Boxes Enjoy Death Dream
Do you have a tutorial for putting an entire level into a separate skybox using the zone info actors. I see it used on stages that I load up on Unreal Ed, but I do not know how to do it. Also, is there anyway to delete a BSP cut besides undo? I have a huge BSP subtraction that I need to get rid of and I don't want to add it back in because the add-subract may take up memory. Third, are you busy making a stage of your own? If not, I am looking for help on my stage and I want to finish it by at least by August (hopefully sooner). It is called AS-Tornado, and I can give you a general outline of the map and stuff and what I have done so far. I also have a thread explaining the map concept (My very first thread in GF - "Want to make a new level, need help") and it may also be in "Making AS-Tornado - Progress on it." Thanks.
Ok in order: No. Yes there is. Select the bsp that you don't want anymore and press delete. You will still see the bsp in the presective veiw port and to get rid of that just rebuild your geometry. No I'm not working on any maps at the moment. If you want my help ask away. I will see what I can do. ~Death Dream~
This thread may be helpful for some, and probably some new modders would be looking for something like this, so I'll temp sticky it here.
http://wiki.beyondunreal.com/wiki?Building_A_SkyBox UnrealWiki's page on building a skybox.
Two questions: Do they have a really full tutorial on mapping and do they show you how to shrink a level down into a skybox? (Ex: Start Unreal Ed and open up DM-CBP2-Archipelago, and you will see what I am talking about.)
Archipelago isn't actually "in" the skybox. The skybox is that little cube outside the play area with a SkyZoneInfo inside of it. Or, if you mean how did they get the level into that giant cube, I assume that was planned before the level's construction. Also, UnrealWiki has a whole bunch of simple tutorials (not just on mapping, but scripting too) and a whole bunch of info outside the tutorials for people who already know how to fix white viewports. :)
LulolwenArchipelago isn't actually "in" the skybox. The skybox is that little cube outside the play area with a SkyZoneInfo inside of it. Or, if you mean how did they get the level into that giant cube, I assume that was planned before the level's construction. ....:)
But what actors are responsible for doing this? How do you get the SkyZoneInfo actor and whatever else you may need to get the method to work?
Subtract a 1024x1024x512 or so cube outside your level's play area. Put on whatever sky textures you want, align them, and light this cube the way you want it to appear in the level. My personal preference is the SkyRenders package, there's great stuff in there. Then, go into the class browser under Info>ZoneInfo>SkyZoneInfo and place it dead center of your new cube. Then, mark the walls on your level you want to be sky as Unlit and Fake Backdrop in the Surface Properties. That's it. What happens is Unreal uses the SkyZoneInfo as a "camera" of sorts, then displays that image on the walls marked as Unlit and Fake Backdrop. The "Sky" texture is just a placeholder, so you know what in your level will be sky. If you'd like to use that, it's under wm_textures.Editor.sky. Poke me on AIM if you need anything else. On a totally unrelated note, DeathDream, isn't that chick in your sig Kelly from GunValkryie?
what's a skybox?