I tried the cube sky model described here with SoM. It worked well for a star field and ends up seamless and without stretching unlike a dome design. If anyone decides to make custom sky models, I would try a cube layout first.
Sky Models
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2011-10-22, 09:43 PM
John could you elaborate a lil bit on this, would i need to cut up the cube afterwards, and more importantly could i use just one texture to create a new sky?
I was put off by having to cut my image to pieces first then convert and convert and so on... So i didnt even try. If theres a quicker way i'd be glad.
I tried the cube method with a cloudy sky and got good results (see picture).
To answer your question Ben- you don't need to cut the cube texture up- it stays one piece. Just use the PRF Editor's TRX converter if you want it bigger than 256. Attached is a sample cube-sky in MQO and MDO formats. The sample's cube texture is from cgtextures.com and it's not aligned or sized optimally for SoM. It's just for a sample. In case anyone wonders, the 'dummy' texture/mesh in the sample is to take up SoM's drifting sky 'slot' so that the cube-sky texture won't drift like the fog does in SoM.
2012-06-13, 04:10 AM
I'm wanting to replace the most obvious part of a sky which im assuming is the outermost layer. I just want to replace the texture. Can someone help? The name of the outermost sky model or models texture name would be enough. :)
Lets say i want to replace the default SoM 'daytime' sky texture.
2012-06-14, 05:25 AM
All layers of the sky are in a single MDO file that uses 2 textures in "data\map\model\"
"sky01_1.txr" is the daytime sky and "sky01_2.txr" is daytime sky's "horizon haze" texture and so on. |
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