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DarkBASIC Discussion / backgrounds for games

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koolaid
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Joined: 26th Jan 2003
Location: Cyberspace
Posted: 29th Jan 2003 00:02
when you have the matrix all textured the screen in the back is blue how do you change that to like a sky setting like load a image for the bakgroung or a sky box(darkmatter)
freak
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Posted: 29th Jan 2003 00:42
that blue is called the 'backdrop', which is drawn at the end of the camera range

you can color it using color backdrop or you can texture it using texture backdrop
mostly, they use a giant (textured) sphere (but not with a radius larger than the camera range), which center is positioned at the camera position

John H
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Location: Burlington, VT
Posted: 29th Jan 2003 03:47
If you wanna use a skysphere from dark matter, you just pop the object into your folder, and the texture, then load them both and texture the sphere. Blue is just the default backdrop. I suggets skysphere or skyboxes for everything.

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koolaid
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Posted: 30th Jan 2003 06:52
thanks but how exactly would you write the code for that?

John H
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Posted: 30th Jan 2003 15:52
Load object "myobject.x",1
Load image "myimage.bmp",1

texture object 1,1

Duh

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Fluffy Paul
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Location: United Kingdom
Posted: 30th Jan 2003 16:01
Yeah, really you should hear the words "get a big textured sphere, centred on the camera" and think how you make a sphere, how you scale it, how you texture it, how you position it and how to get the camera coordinates.

It's ok to break a problem down and work out how to do it for yourself - we won't think any less of you.

Ending a sentence with a French word is so passé
Muddleglum
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Location: New Zealand
Posted: 30th Jan 2003 22:17
Actually, the most realistic sky /clouds I have managed so far has been with very carefully coloured 'backdrop'. For aerial views anyway, backdrop has the advantage that it doesn't produce a wavy or jagged edge where the skysphere cuts the matrix hills. There is a visibility limit still, set by the camera range, but this is smoother than any object 'cutting across' the land. In either case, i had to use a fog distance that blots out as much as possible of the 'join'.
I would still like to see a new command for an object which can be visible behind everything else- REGARDLESS OF BEING OUT OF CAMERA RANGE - as it would enable a skysphere/box without ground cutting effects.

With the backdrop style mentioned above i also used a ghosted plain set to 'point at' the camera so it's bottom edge was in line with just above the horizon. ( no ground cutting then ) With a graduated texture it makes a good graduated sky effect against backdrop.
Add ghosted cloud plains or matrix to taste.
Stir well, and cook for at least 30 minutes in a hot oven.

er .. or something.
bugsquish
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Posted: 2nd Feb 2003 08:03
"I would still like to see a new command for an object which can be visible behind everything else- REGARDLESS OF BEING OUT OF CAMERA RANGE - as it would enable a skysphere/box without ground cutting effects."

I second that! i also have a problem where the edges of my skybox are quite blatantly visible, any suggestions?
Muddleglum
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Location: New Zealand
Posted: 4th Feb 2003 00:51
I use fog distance to blot out the edge as much as possible.
On camera distance of say 12,000 a fog distance 11,500.

The problem is matching colours.. meaning both the rgb and the overall luminance level between the backdrop and fog.
I do the ground texture first as it effects a little how the fog actually looks in the distance.
If your machine is fast enough to use 32 bit colour there should be less problem, but with 16 bit I spend hours mucking around. Luminance jumps in stepps and differently for each colour element. The final colour can drift a long way from the first experiment.
Mildly depressing really !
I have used a small test prog. with input for R,G.B separately for fog and backdrop and print out of the figures .. Lost it somewhere in the computer i susupect. But that made life easier.
John H
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Posted: 4th Feb 2003 15:35
For seamless skys, you need a seamless texture All of the skys in Counter-Strike are skyboxes, and they dont look bad, do they?

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Current - RPG: Eternal Destiny : Help Wanted!
http://www.halbrosproductions.netfirms.com
Dont ask those questions! Read the help files lazy!

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