08-18-2016, 08:37 PM
Welcome back, MetalRenard. :)
Update regarding my skybox frustration: using 3D modeling and a little bit of scripting, I managed to make an alternative that not only looks okay (though it does blur a tiny bit), but also does more than the actual skyboxes could offer in Amnesia/HPL2. :) My solution was to create a sphere in Blender, duplicate it across multiple sizes, and set the alpha level of the colors for each duplicate to a very low level. With enough trial and error of this method, I managed to create a skybox that also acts as a fog effect. :)
The only major obstacle in the way wasn't the model itself, but, in fact, how scripting can make it follow the player: the scripts as they are right now only make it possible to transport objects to your feet, not your face/the camera, meaning there's a tiny bit of alpha color overlap due to the center area of the spheres being further down than the camera, at a distance that also appears to vary depending on what physical activity the player is doing (i.e. crouching or jumping). I didn't manage to solve this problem completely, but I think I made it subtle enough through scripting, at least.
Update regarding my skybox frustration: using 3D modeling and a little bit of scripting, I managed to make an alternative that not only looks okay (though it does blur a tiny bit), but also does more than the actual skyboxes could offer in Amnesia/HPL2. :) My solution was to create a sphere in Blender, duplicate it across multiple sizes, and set the alpha level of the colors for each duplicate to a very low level. With enough trial and error of this method, I managed to create a skybox that also acts as a fog effect. :)
The only major obstacle in the way wasn't the model itself, but, in fact, how scripting can make it follow the player: the scripts as they are right now only make it possible to transport objects to your feet, not your face/the camera, meaning there's a tiny bit of alpha color overlap due to the center area of the spheres being further down than the camera, at a distance that also appears to vary depending on what physical activity the player is doing (i.e. crouching or jumping). I didn't manage to solve this problem completely, but I think I made it subtle enough through scripting, at least.