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3 Dimensional Chat / Skysphere texture problem

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Escaped Ape
18
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Joined: 25th Jul 2006
Location: Germany
Posted: 9th Nov 2006 15:19
In my spacegame i am using a skysphere and put a space texture on it.
On the two "poles" of the sphere my texture gets stretched, is there a way to avoid this?
Maybe by using something else than the dbp primitive sphere?
Thanks..
indi
22
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Joined: 26th Aug 2002
Location: Earth, Brisbane, Australia
Posted: 10th Nov 2006 00:54
correct, load a geosphere from a 3d package.

Escaped Ape
18
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Joined: 25th Jul 2006
Location: Germany
Posted: 10th Nov 2006 02:06 Edited at: 10th Nov 2006 02:07
If you have such a sphere on your computer ready to attach, i would be the happiest monkey on earth
I tried to google a sphere but found nothin and I downloaded a 3d tool to create a sphere, but i can't texture it for some reason..
You would realy do me a favor.
indi
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Location: Earth, Brisbane, Australia
Posted: 10th Nov 2006 02:18
download the free copy of milkshape [30 day trial] and export a geosphere using the jt exporter.

problem solved mate

Escaped Ape
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Location: Germany
Posted: 10th Nov 2006 02:43 Edited at: 10th Nov 2006 02:43
ok i now downloaded milkshape and exported a highpoly sphere.
But it's the same problem like with the other tool (blender).
I can't get any texture to work..maybe I did some settings in the modelling program wrong?
Here the simple test code I am using:
indi
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Location: Earth, Brisbane, Australia
Posted: 10th Nov 2006 02:50
you have to assign the texture to the model then export both the mesh and the texture to your games folder. did you use a geosphere?

Escaped Ape
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Location: Germany
Posted: 10th Nov 2006 03:02
yes i used a geosphere.
I got several space backgrounds, do it have to assign every single one and use for every background another geosphere?
And why can't I texture the sphere object in dbp?
indi
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Location: Earth, Brisbane, Australia
Posted: 10th Nov 2006 03:26
I will move over to my pc and check this out for you, back in about 20 minutes.

indi
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Posted: 10th Nov 2006 03:51 Edited at: 10th Nov 2006 03:52
ok a few things i missed so forgive me on that.

when you create the sphere in milkshape you can invert it completely so the faces that are textured face inwards.
scale -1 -1 -1 will invert it in the package.

the player is only going to see the inside of the sphere, hence the inversion, you can also do this with code by scale object objnumber,-100,-100,-100

a complete sphere will allow you to roll the sphere around if you want to move the sky texture, it means a few more polys but might be worth it in the long run.

however i could not find a decent uv wrap feature in milkshape to allow for spherical texturing.

You will have to deploy another package called lithium unwrap or unwrap3d about $50, its well worth the investment as it has many game formats for input plugins. http://www.unwrap3d.com/

i will attach lithium unwrapper (free) to this post so you can apply the sphere mapping to your objects.

if its uv mapped correctly and exported you only need to load the object and DBP will do the rest.

copy the sphere and the texture to your games folder and load from there.

another aspect you may have to tweak is the culling of the object, this prevents both sides showing using the cull object command in dbpro or the set object command in dbc.

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indi
22
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Joined: 26th Aug 2002
Location: Earth, Brisbane, Australia
Posted: 10th Nov 2006 04:05
here is a sample code of a skysphere in code without culling.



if you position the camera inside and scale in -100 plus work the culling, it will appear your inside the sphere and hence within the stars on the texture.

Escaped Ape
18
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Joined: 25th Jul 2006
Location: Germany
Posted: 10th Nov 2006 16:38
I had to go to bed last day, in germany it was 4 am
Thanks for your effort, I will try out the plugin and post the result

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