DarkHalo003, on 14 April 2012 - 03:43 AM, said:
Yes. Skybox is actually a material that the Halo engine recognizes for the sky. It can be applied to any BSP surface in 3ds Max/Gmax. To have a skybox the level piece you are using must follow the sealed world rules, meaning there are no red errors in Tool. Skyboxes are annoying to create sometimes though, not that it's difficult or anything. It really just takes a while for something so simple (at least if you want it organized well).
No. Not quite. What you're talking about sounds a lot more like the "+sky" material that you add to your BSP in order to display the Skybox. While the BSP must follow sealed world rules, a skybox does not. This is because a BSP comes out as a structure file while a Skybox comes out as a normal ".gbxmodel". This means there doesn't have to be collision on the skyboxes. In other words, skyboxes are completely seperate geometry from the BSP, this allows you to use multiple skys in multiple maps without having to edit the geometry to make it work. For example:
Here is a raw copy of the BSP "a30_b". The extractor didn't quite inclue the part where you include the "+sky" material but you can see the geometry of this first:
Here is a test map of mine that is following the sealed world rules and using the "+sky" (blue) material:
And finally here is an image of the actual skybox itself from a30.
Edit: Actually I think that thing I have marked as "sun" is actually another planet... or something, not sure. I'm pretty sure the sun is a marker with a lens flare attached to it not a picture. Derp.
Normally the skybox is covered in a dome like shape in order to display the sky, in the case of a30 it was a layer for the atmosphere, stars, and more stars. I deleted them for the purpose of showing off the innards.
However, this all gets very confusing with the naming system that Bungie used. Technically the geometry that is the level should be called the BSP. However Bungie made you name it "Skybox" in 3ds Max when it's linked to the frame for the BSP. Then the "+sky" material tells the engine to basically display what Bungie called "sky"(and what should actually be called the Skybox) wherever the "+sky" material is applied. This can make it very confusing when talking about a BSP and a Skybox. They are two separate things, with separate bits of geometry.
So when we're talking about making more detailed Skyboxes, it's a matter of creating a custom .gbxmodel and tagset for each sky. This provides two problems. Someone has to model it, and someone has to texture it. Frankly it's a bit of a task to create realistic mountains or anything else for that matter and takes time. This is mostly why the Skybox in a50 wasn't as detailed as say the ones in HA10. It's all a matter of time really.
Anyway, not sure if I helped clear that up at all, but I hope I did.
This post has been edited by BobtheGreatII: 14 April 2012 - 07:37 AM