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Skybox request


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#1 Springheel

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Posted 19 October 2016 - 11:42 AM

Any artists out there who feel like helping out, I could really use a hi res horizontal tiling texture of a city skyline that looks something like this (minus the rain):

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#2 ERH+

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Posted 19 October 2016 - 01:10 PM

Couldn't it be done via cubemap in improvised scene with big circle of existing house models and a bit of fog?


S2wtMNl.gif


#3 Springheel

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Posted 19 October 2016 - 01:25 PM

Couldn't it be done via cubemap in improvised scene with big circle of existing house models and a bit of fog?

 

 

I'm sure there are multiple ways to achieve that basic result.


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#4 Bikerdude

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Posted 19 October 2016 - 02:38 PM

I have always wanted to get the following skybox in TDM -

 

Attached File  distcit_desktop.jpg   50.69KB   0 downloads

 

So am now gonna look for a why of achieving that..



#5 Springheel

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Posted 19 October 2016 - 03:25 PM

I should note that it will be more useful if the sky was NOT included...just the buildings with a transparent or flat background.  The clouds and moon are separate elements.


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#6 Spooks

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Posted 19 October 2016 - 03:29 PM

I have always wanted to get the following skybox in TDM -

 

attachicon.gifdistcit_desktop.jpg

 

So am now gonna look for a why of achieving that..

 

I just tried making this into a cubemap and while serviceable there's visible seams at the edges of the image, so methinks it wasn't meant to be cubemap ready to begin with.

 

In any case, here's the raw cubemap, uncut, if you wish to preview it.

 

Attached File  cubemapped.jpg   37.73KB   0 downloads


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#7 Bikerdude

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Posted 19 October 2016 - 03:53 PM

Thanks spooks, would you able able to create the same thing above without the sky (as in the sky is a transparent alpha..?) We would then be able to use the built in dynamic skys with the background..?

 

The background also needs brightening a little to bring out the details.



#8 Spooks

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Posted 19 October 2016 - 04:15 PM

Hmm, that would be a good way to remove some of the seems but at that point I think one can do with just using lasso selection in Ps/GIMP and cut out the buildings, then set them up as a cylindrical sprite in a 3D skybox, like several of our pre-existing skyboxes already do. It's easy enough and if nobody else jumps to it I might have a go...


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#9 Bikerdude

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Posted 19 October 2016 - 04:33 PM

It's easy enough and if nobody else jumps to it I might have a go...

If you could that would be very much appreciated.



#10 SeriousToni

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Posted 19 October 2016 - 04:40 PM

Would something like that be sufficient? (without the background gradient)

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#11 Springheel

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Posted 19 October 2016 - 07:01 PM

Would something like that be sufficient? (without the background gradient)

 

 

I was looking for something with the buildings much closer, like the image in the OP.  Also, when the buildings are all facing exactly the same way with perfectly geometric dimensions, it loses a sense of realism.


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#12 SeriousToni

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Posted 20 October 2016 - 02:03 AM

Ah yes, that makes sense. But I cannot help with more detailed stuff at the moment :( Maybe Sppoks can help.


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#13 Obsttorte

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Posted 20 October 2016 - 07:57 AM

If you can come up with a panoramic image of a city skyline like this it would be a good starting point. I didn't found anything good looking doing a google image search but you may be more lucky.

 

An alternative approach is to actually build a low detailed version of a city in DR (just the buildings placed, nothing else), and use the envshot command to get an image to start with.


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#14 Bikerdude

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Posted 20 October 2016 - 08:38 AM

An alternative approach is to actually build a low detailed version of a city in DR (just the buildings placed, nothing else), and use the envshot command to get an image to start with.


Didnt someone do this already, serpentime or aluminumhaste..? With the new models springheel has made this is very diable.

#15 Spooks

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Posted 20 October 2016 - 04:13 PM

There are enough prefab houses that yes, you could just put them in a magenta devtextured box, disable bloom and AA, then take an envshot command with your scene and chroma key the whole thing out the way the distant_landscape materials do it.

 

Speaking of, I did a quick job on the texture, BD, see how it treats you. Use the same material definition as the distant cityscapes, then put the texture in the same way the tdm_oldskew skybox prefab does it. In fact, you could just substitute the landscape decal in there with this custom one and resize it a bit to make it fit better.

 

Here's the definition for distant_cityscape_01, just substitute the appropriate parts with however you wish to name this new texture.

 

Spoiler

 

 


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#16 Sotha

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Posted 21 October 2016 - 12:37 AM

If someone is capable of doing a 3d skybox with cityscape, would it be good to document the process to the wiki?

That way the knowledge stays available to those who want do custom skyboxes, and mappers could easily learn to make their own.
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#17 Bikerdude

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Posted 21 October 2016 - 02:24 AM

There are enough prefab houses that yes, you could just put them in a magenta devtextured box, disable bloom and AA, then take an envshot command with your scene and chroma key the whole thing out the way the distant_landscape materials do it.
 
Speaking of, I did a quick job on the texture, BD, see how it treats you. Use the same material definition as the distant cityscapes, then put the texture in the same way the tdm_oldskew skybox prefab does it. In fact, you could just substitute the landscape decal in there with this custom one and resize it a bit to make it fit better.
 
Here's the definition for distant_cityscape_01, just substitute the appropriate parts with however you wish to name this new texture.
 

Spoiler

 
 
That's awesome, will have a go and using this to replace the texture on Spring heels cylindrical skybox texture

If someone is capable of doing a 3d skybox with cityscape, would it be good to document the process to the wiki?

AS I have just upgraded myself to a GTX 1070 by way of an early xmas present, I may have a stab at this. I think the primary thing is building a dozen or so building models first so we can place those in the map.
 
@Sotha as your adept at doing modular, fancy working on this with me.?

#18 SeriousToni

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Posted 21 October 2016 - 02:55 AM


@Sotha as your adept at doing modular, fancy working on this with me?

 
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#19 STiFU

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Posted 21 October 2016 - 03:00 AM

What about building your skyline in DR as desired and then using envshot?



#20 Bikerdude

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Posted 21 October 2016 - 07:01 AM

@st, doh correccted.

@sf, yeah thats the idea. But need to build a dosen or so buildings and then populate a map, then take the env shot.

#21 SeriousToni

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Posted 24 October 2016 - 02:50 AM

Nooo. it even corrected my quote! :laugh:


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#22 Sotha

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Posted 24 October 2016 - 04:22 AM

Hm.. I tried to make believable 3d skybox in the past, but it was difficult.

I tried a concept of a mission where the player climbs to a tall tower. Tower supposed to be in game, and the surrounding city in the skybox. Since the tower was really tall, the surrounding cityscape needed to be very convincing and moving skybox camera was used.

I made 1/16 scale buildings and pasted them into the skybox room. It looked like crap. I could not exactly put my finger on what was the thing that made it look wrong. Perhaps the building models, perhaps the lighting, perhaps the streets. Everyhting in the skybox area looked weird somehow. I dunno. Because I could not identify the problem, I abandoned the attempt.

Perhaps it would need to work like this: tower in game area. Immediate surroundings around the tower in game area, other cityscape in the skybox area.
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#23 Sotha

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Posted 24 October 2016 - 09:25 AM

I did some analysis and yeah, it looks like it is easy to place objects in the incorrect place in the skybox.

 

If a human is 1.8m or 88 DRunits tall, then DR units are ~49 units/m.

 

Thus if you do a decent cityscape vistas, like the view from Uspenski cathedral, Helsinki:

lFj0QUV.jpg

 

The buildings shown are roughly 100m away in a nice long vista. Thus the object should be 4800 units away in in game geometry or 300 units away in skybox geometry.

Closer objects should probably be in the playing area.

 

Just throwing some rules of a thumb here to get a feel what the numbers should be like. For a hilltop church like the Uspenski, one would do

*Square play area of certain dimensions with border buildings in the play area rather than skybox.

*Check play area size and make a large skybox with a "play area dimensions"/16 forbidden zone in the middle of the skybox and then

*pepper 1/16 buildings into the skybox 300 units away from the play area.

 

That might probably work.


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#24 Sotha

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Posted 24 October 2016 - 01:17 PM

I gave it a try but it just looks shit. Not going to even post a picture.

 

I can't do it but maybe someone else can. :(


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#25 Springheel

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Posted 24 October 2016 - 01:34 PM

It would probably be easier to take photos like one you posted and create something with photoshop.


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