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DarkBASIC Professional Discussion / Do the Skymatter packs include a model?

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wattywatts
17
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Joined: 25th May 2009
Location: Michigan
Posted: 7th Sep 2014 02:36
Having a bit of trouble making a skybox, I've made plenty of them before but I'm getting crazy seams every time I try - the short version is I've been working on getting a good skybox render for the last 2 days and I'm actually ready to shell out some money to just get it over with.
However, I don't want to buy a pack if it doesn't include the skybox model, I don't want to have to spend any more time on this.
wattywatts
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Location: Michigan
Posted: 7th Sep 2014 07:06
Well crap - seems they do include the model, but I ordered the wrong pack.. Hopefully TGC will let me change my order.
Rudolpho
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Location: Sweden
Posted: 7th Sep 2014 11:01
You can just make a cube where each side is a limb using a plane mesh that faces inwards. That is easily built directly from DBPro without having any external model using functions like MAKE OBJECT PLANE, MAKE MESH FROM OBJECT, ADD LIMB, ROTATE LIMB and then TEXTURE LIMB with each individual side texture.


"Why do programmers get Halloween and Christmas mixed up?"
WickedX
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Location: A Mile High
Posted: 7th Sep 2014 15:11 Edited at: 7th Sep 2014 15:16
FPS Creator, Skies For FPS Creator and the Advanced Terrain demo all have the skybox model. You haven’t detailed the problem you’re having, it may not be with your model. If you you’re getting seems in the skybox, you need to set your texture mode to clamping. Anyway, pulled this code off my flash drive. Demo of Rudolpho’s method.



TheComet
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Location: I`m under ur bridge eating ur goatz.
Posted: 7th Sep 2014 16:06
Quote: "You can just make a cube where each side is a limb using a plane mesh that faces inwards.You can just make a cube where each side is a limb using a plane mesh that faces inwards."


Or better yet, just use a cube and modify the UV data using vertexdata commands so your skybox texture maps onto it correctly. You'll be guaranteed not to have any seems. If you need help with doing that I can write you an example.

I like offending people. People who get offended should be offended. -- Linux Torvalds
Rudolpho
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Location: Sweden
Posted: 7th Sep 2014 17:20 Edited at: 7th Sep 2014 17:21
Quote: "Or better yet, just use a cube and modify the UV data using vertexdata commands so your skybox texture maps onto it correctly."

The only problem with that is that all SkyMatter skies (at least packs 1 through 10 that I have) consist of 6 individual textures rather than one per sky.
Edit: of course you could merge them yourself.


"Why do programmers get Halloween and Christmas mixed up?"
WickedX
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Posted: 7th Sep 2014 17:35 Edited at: 7th Sep 2014 17:36
Quote: "Edit: of course you could merge them yourself."


And that would make for a really large or less detailed texture.

wattywatts
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Location: Michigan
Posted: 7th Sep 2014 19:21
Thanks for the advise all. I was trying to save texture space, the typical left rotated cross that skybox textures usually have leaves a lot of wasted image space so I wanted to align all my textures in a straight row. However when I tried to UV my box I kept seeing tiny little gaps in game, and tried to re align the UV several times. I believe I like the separate texture thing in the skymatter packs, as it doesn't waste space.
Still hoping I can get my order exchanged though, I needed a desert and I got the pack with all water.
Benigno Filippo
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Joined: 13th Feb 2014
Location: Italy
Posted: 7th Sep 2014 21:43
Here is a package create skybox and skysphere

you need to drag the image in OpenSky.exe witch is located in the

folder Opensky.

click for dowload
Le Verdier
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Joined: 10th Jan 2012
Location: In the mosh-pit
Posted: 8th Sep 2014 01:33 Edited at: 8th Sep 2014 01:36
Quote: "Edit: of course you could merge them yourself."

I tried it a long ago and it is a quite tedious task to make it seamless and square:
http://forum.thegamecreators.com/?m=forum_view&t=199489&b=6

All hail the new flesh
Green Gandalf
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Playing: Malevolence:Sword of Ahkranox, Skyrim, Civ6.
Posted: 9th Sep 2014 13:56
Quote: "I was trying to save texture space, the typical left rotated cross that skybox textures usually have leaves a lot of wasted image space so I wanted to align all my textures in a straight row."


You really should be using a DDS cube map for this.

I attach a simple demo created for some other purpose. Notice there are no seams in the background skybox.



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wattywatts
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Location: Michigan
Posted: 9th Sep 2014 21:03
Quote: "You really should be using a DDS cube map for this."

I'm aware of this method, but is there some benefit to this over how the skymatter models are set up?
Green Gandalf
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Playing: Malevolence:Sword of Ahkranox, Skyrim, Civ6.
Posted: 9th Sep 2014 23:49
Quote: "I'm aware of this method, but is there some benefit to this over how the skymatter models are set up?"


Good question. I don't really know - except that it seems to avoid all sorts of difficulties such as

Quote: "I was trying to save texture space, the typical left rotated cross that skybox textures usually have leaves a lot of wasted image space so I wanted to align all my textures in a straight row. However when I tried to UV my box I kept seeing tiny little gaps in game, and tried to re align the UV several times."


and it's a standard DirectX format so it's probably better supported.



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