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Beginner Tutorial: Zone Basics

 

C. Building a Skybox

 

Another important use of zones in Unreal is the Skyzone.  Building a skybox is something you need to know.  A Skybox acts as your backdrop in your level.  Duke Nukem 3D for example used one parallaxed texture for a background.  That method gives a very flat look and allows for very little detail.  In Unreal, you build your backdrop like you would any other area of your level.  A skybox is simply a zone by itself that is classified as a skyzone via adding a SkyZoneInfo class inside the zone.  Any surfaces you select as Fake Backdrop under Surface Properties will show this backdrop.  The view will be from where you place the SkyZoneInfo...

Fake Backdrop

Give a surface the Fake Backdrop property and it will show as your skybox in the game

How to go about it?

Building a Skybox

Its quite simple.  Build an area totally separate from the rest of your level.  You don't want this to be connected to your level in any way, since this is a backdrop.  Like I explained before, Unreal will automatically know that this is a separate zone.

Skybox

Build your skybox separate from your level

Now there is an art to making a good backdrop for your level.  I can't really explain it though.  Basically you just have to use your own judgement, as you are trying to make something that looks like a believeable backdrop.  Once you play your level with a skybox a couple of times, you should see how it works.  Basically its like a camera is where you put the SkyZoneInfo class, and you have to make a realistic looking surrounding for it.  There are some basic things that people do in Unreal skyboxes, like use the backdrop mountains in the ShaneSky, ShaneDay, SkyBox, etc. texture sets...  Add them as masked sheets.  Take a look at the skybox in my example map at the end of this tutorial, or open up some of the maps from Unreal and take a look at how they made their skyboxes...

My skybox

My Skybox

Since you are just learning, you might want to try something simple, like a simple cube textured with one of the cloud textures in genfluid.utx...  Anyway, all you have to do is make your skybox, then add in the SkyZoneInfo where you want the "Camera" to be for the skyzone view.  Any surfaces you select "Fake Backdrop" for will show the skyzone once your map is compiled, saved, and ran in game.

Select the SkyZoneInfo in the Classes Browser

Add the SkyZoneInfo inside the Skybox where you want the "Camera" to be

Compile your level and save it.  Only in the game can you actually see your skyzone.  Heres a shot of the one I made for the map you can download at the end of this tutorial.

In-game shot of my Skybox

That should atleast give you the gist of it.   One thing that people like to use a lot in skyboxes: Panning cloud textures - Panning textures are easy, just select "U-Pan" or "V-Pan" in surface properties.  One problem however is that the default pan speed is WAY faster than you would want it for clouds... You can set the panning speed for textures in a particular zone in the "ZoneLight" properties.  So, you would open the SkyZoneInfo's properties, then open the "ZoneLight" section.  There are two values, "TexUPanSpeed" and "TexVPanSpeed" - Set these to change the panning speed of the textures in your skyzone, or in any zone.

XZoneInfo Properties -> ZoneLight

Now you know the basics of creating a skyzone, atleast how it works.  You will get better at creating things that actually look good as skyboxes as you get better at editing, and learn advanced things...

There are other things you can do with zones too, aside from skyboxes, water, and such.  Read on to see more things you can use zoning for...

 

Next section: Other Zoning Purposes >

 

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