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Author Topic: Skybox (again)  (Read 4309 times)
Escorter
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« on: February 26, 2006, 09:59:25 pm »

Hi!

Is there any tutorial about skybox creation for CS in Blender and blender2crystal?

I wrote once to the tutorial request, but nobody replies...
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chuangzu
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« Reply #1 on: March 16, 2006, 08:14:37 pm »

Hallo,
I notice 60 people have read this.
Making a good skybox is key to making realistic looking levels.
So far we have one option which is to use Valve Hammer editor.
This is a bit limiting though, what about people using Blender?
How do you get it lit properly?
How do you get it so it appears always the same distance?
How can you make it look high res?
What parameters and commands are needed to do this using the blender2crystal exporter exactly?
How can we add the type of moving clouds and stuff like in the terraininf example?
Would there be any way of getting animated water relfections and the like?

Please bear in mind I'm not a programmer but a 3d artist and I'm struggling to learn Blender after years on 3dsMax.

If someone could explain to me please how the skybox in terraininf in the 'loader' was made then I would be happy to master it and write a kick ass tutorial in exchange.
I am on #CrystalSpace irc.freenode.net 24/7, if someone cares to msg or chat me then fine or reply here or whatever plz.
I am sure this would help a lot of people.
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[SOM]Roberto
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« Reply #2 on: March 24, 2006, 12:44:53 am »

Hallo,
I notice 60 people have read this.
Making a good skybox is key to making realistic looking levels.
So far we have one option which is to use Valve Hammer editor.
This is a bit limiting though, what about people using Blender?
How do you get it lit properly?
How do you get it so it appears always the same distance?
How can you make it look high res?
What parameters and commands are needed to do this using the blender2crystal exporter exactly?
How can we add the type of moving clouds and stuff like in the terraininf example?
Would there be any way of getting animated water relfections and the like?

Please bear in mind I'm not a programmer but a 3d artist and I'm struggling to learn Blender after years on 3dsMax.

If someone could explain to me please how the skybox in terraininf in the 'loader' was made then I would be happy to master it and write a kick ass tutorial in exchange.
I am on #CrystalSpace irc.freenode.net 24/7, if someone cares to msg or chat me then fine or reply here or whatever plz.
I am sure this would help a lot of people.

Now Escorter using Q3 engine, because  nobody helpful there... Sad
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whitelynx
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« Reply #3 on: August 25, 2006, 08:54:30 am »

I'm currently trying to do this in my own level. I'll give some tips where possible, but I haven't yet gotten this working through blender2crystal.

Hallo,
I notice 60 people have read this.
Making a good skybox is key to making realistic looking levels.
So far we have one option which is to use Valve Hammer editor.
This is a bit limiting though, what about people using Blender?
How do you get it lit properly?
Add a light in the skybox sector... of course, this depends on what you mean by "properly"

Quote
How do you get it so it appears always the same distance?
Basically, the meshes in the sector (or the sector itself? I can't remember offhand...) need the <camera /> tag in them. I don't know how to do this using blender2crystal yet. (which is the source of my problems with it)

Quote
How can you make it look high res?
Use high-res textures? Tongue
What exactly do you mean by this?

Quote
What parameters and commands are needed to do this using the blender2crystal exporter exactly?
Not sure, yet.

Quote
How can we add the type of moving clouds and stuff like in the terraininf example?
Looking at that map in walktest, I'm pretty sure that the "moving clouds" are just a rotating translucent sphere with a cloud texture on it... that's not hard to do in blender.
If you want something that looks a bit more like the skies in Unreal, you probably want an animated (procedural) texture and/or simple UV animation on a translucent cloud texture.

Quote
Would there be any way of getting animated water relfections and the like?
Using shaders, I'm pretty sure this can be done. I think Xotic said he was going to be working on this soon... you may want to ask him in #crystalspace.
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bookeater
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« Reply #4 on: August 26, 2006, 05:25:42 pm »

Quote
Basically, the meshes in the sector (or the sector itself? I can't remember offhand...) need the <camera /> tag in them. I don't know how to do this using blender2crystal yet. (which is the source of my problems with it)

In blender2crystal, if you can see the user interface, select your skybox object, click the EYE, click the icon under the LIGHTBULB, click section general, click? ?camera: false? ?so it turns to true. Export and the skybox follows the camera.
 And it won't be two sided, so the faces must be pointing in.
I have a kit to help with texture animation files, but havn't tried it with this kind of thing yet. Link is tools and examples, below.
« Last Edit: August 26, 2006, 05:33:19 pm by bookeater » Logged

darek
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« Reply #5 on: August 27, 2006, 10:02:41 am »

1. make a cube (size 1000x1000x1000 should be good)
2. flip normals to inside
3. split to 6 planes (you can throw bottom plane it's usually not useful)
4. make edges of that planes a little bit overlap eachother (this will hide seams)
5. texture it
6. turn off lighitng and make it fullbright (1.0, 1.0, 1.0)
7. use sky priority which is special prioority that is visible in each sector
8. uce camera tag, to automatically move it with camera
9. turn of compression of the texture (skies usually looks bad with compression)
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