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Skybox improvement - get your seamless generic skybox model here!

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Zacam:
And also, the skybox method will hold up even under an engine over haul, and I can't say with 100% certainty that the FRED flag will, much less what will happen with a cross-platform FRED project.

carbine7:
Hehe, no, that isn't very high quality at all ( :eek2:) *wonders if the 158th will pick up on this. . . . .

Desertfox287:
I really need to learn how to do that nice :D

Nuke:
you could probibly automate ht's meathod with a skybox generator, which would cross-reference the textures and generate the borders automatically. actually i have a lua based tga parser somewhere which could probibly do this. so you feed it its 1020 textures and it would save a copy with the borders in-place. tga is a very easy format to code with, even in lua.

Herra Tohtori:

--- Quote from: Nuke on February 02, 2010, 10:00:01 pm ---you could probibly automate ht's meathod with a skybox generator, which would cross-reference the textures and generate the borders automatically. actually i have a lua based tga parser somewhere which could probibly do this. so you feed it its 1020 textures and it would save a copy with the borders in-place. tga is a very easy format to code with, even in lua.

--- End quote ---

Preferably 2040² textures. My observations suggest that 8192 pixels of horizontal resolution is sufficient to offer unscaled background at typical FS2 fields of view, so in many cases it is the optimal resolution.

Larger, 4090² textures can be used with one mip map to offer high quality backgrounds for narrower than default fields of view. Without a mip map they tend to cause shimmering with wide field of view.

An automated texture parser would be welcome as it would reduce the time of handling the textures significantly, but I would prefer if people knew how to manually do it before using automated methods.

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