Sotha Posted July 23, 2010 Author Report Posted July 23, 2010 Sweet, can we please add them to SVN so they get distributed with v1.03? But of course! Quote Clipper-The mapper's best friend.
Tels Posted July 23, 2010 Report Posted July 23, 2010 But of course! I added them, and added your nick to AUTHORS.txt. If you want you realname and email there, just send me a PM ALso, if you can contribute nicely rendered skybox images, or other content, these are always welcome Quote "The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950) "Remember: If the game lets you do it, it's not cheating." -- Xarax
AngelWolf Posted September 8, 2012 Report Posted September 8, 2012 I've been playing around with the skyportal for a few days now and here's something I just found. http://www.moddb.com/games/doom-iii/downloads/skyportal It basically incorporates the same concept I found on http://www.modwiki.net/wiki/How_to_add_a_sky into the source code. Might be worth testing out to see if the FPS difference makes the skyportal faster. I've also been pondering a info_skyportal that moves through a model city to simulate a train or airship mission. Quote Taurus philosophy:Give me a hammer and tell me I have 6 hours to break up a 2 inch thick layer of ice. As soon as you walk away I'm going to use some hot water and salt so I can take a nap for the remaining 5 and a half hours. Taureans hate wasting energy and if there's a more efficient way to do something they will find it.
Tels Posted September 8, 2012 Report Posted September 8, 2012 I'm a bit confused, because we already have such 3D skyboxes, even as prefab in the mod. They are, too, enlarged by factor 16 when rendered. Quote "The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950) "Remember: If the game lets you do it, it's not cheating." -- Xarax
Bikerdude Posted September 8, 2012 Report Posted September 8, 2012 I'm a bit confused, because we already have such 3D skyboxes,However would could with a few more, specialy ones with city backgroups like the one in Springsheels mission. Quote
AngelWolf Posted September 8, 2012 Report Posted September 8, 2012 Right, but as far as I can see, the current prefabs don't follow the player. For my experiment I stretched Sothas toy tower into a skyscraper and placed it to the side of the info. In the game, the players point of view on that skyscraper was always head on. when I added the map script from the second link above, the info moved at 16th scale relative to the player. So as I slid sideways, the side of the building became visible. I'm guessing that dll code is faster than the map script, which is what the first link above does. Something similar may already exist in the dark mod Dll code, but I haven't been able to find any documentation for it in the wiki. The biggest trouble I'm having right now is scaling down models in Blender, as the lwo importer doesn't seem to import the textures correctly. I want to make scaled people walking around on the distant buildings. Quote Taurus philosophy:Give me a hammer and tell me I have 6 hours to break up a 2 inch thick layer of ice. As soon as you walk away I'm going to use some hot water and salt so I can take a nap for the remaining 5 and a half hours. Taureans hate wasting energy and if there's a more efficient way to do something they will find it.
ungoliant Posted September 8, 2012 Report Posted September 8, 2012 what you are looking for is here.there are some posts floating around TDM forums about it somewhere as well. afaik nobody has used one in TDM yet. Quote
nbohr1more Posted September 9, 2012 Report Posted September 9, 2012 There's a darkmod tracker for that: http://bugs.angua.at/view.php?id=3108 (3108) Quote Please visit TDM's IndieDB site and help promote the mod: http://www.indiedb.com/mods/the-dark-mod (Yeah, shameless promotion... but traffic is traffic folks...)
AngelWolf Posted September 14, 2012 Report Posted September 14, 2012 I noticed something odd today about the skyboxes. If the scale is supposed to be 1:16, that should apply to the standard grid units right? So if Sotha's toy tower is 10 x 10, scaling it up by 16 should result in a cube 160 X 160, which looks nowhere near as big in the real gamespace. Am I missing some math in there somewhere? Because when I scale it to 320 x 320 it looks correct. Quote Taurus philosophy:Give me a hammer and tell me I have 6 hours to break up a 2 inch thick layer of ice. As soon as you walk away I'm going to use some hot water and salt so I can take a nap for the remaining 5 and a half hours. Taureans hate wasting energy and if there's a more efficient way to do something they will find it.
someTaff Posted November 13, 2012 Report Posted November 13, 2012 Where to store sky box files in DarkMod 1.08? There is no env, no textures folder, all in pk4 Quote What excuse do we have not to sculpt, and sculpt, and sculpt, until the job is done?
Obsttorte Posted November 13, 2012 Report Posted November 13, 2012 skyboxes are prefabs so it should be prefabs/skyboxes or prefabs/nature/skyboxes or so take a look at DarkRadiant to see how they are stored, then store your own in the appropiate folder structure (you may have to create the folders) if you've done everything right your skybox should be accessible via the prefabs menu after restarting DR/reloading prefabs via options menu Quote FM's: Builder Roads, Old Habits, Old Habits Rebuild Mapping and Scripting: Apples and Peaches Sculptris Models and Tutorials: Obsttortes Models My wiki articles: Obstipedia Texture Blending in DR: DR ASE Blend Exporter
Sotha Posted November 13, 2012 Author Report Posted November 13, 2012 ...And if you are creating your own skybox: Special files you create are stored in darkmod/ folder.So create a folder /env in there. There is a custom skybox in knighton's manor. You might want to examine the .pk4 file to see how the files are set there. The .pk4 file is just a .zip file you should be able to open with your favourite archive program. http://wiki.thedarkm...Skybox_TutorialIs also of great help. Quote Clipper-The mapper's best friend.
someTaff Posted November 15, 2012 Report Posted November 15, 2012 ...And if you are creating your own skybox: Special files you create are stored in darkmod/ folder.So create a folder /env in there. There is a custom skybox in knighton's manor. You might want to examine the .pk4 file to see how the files are set there. The .pk4 file is just a .zip file you should be able to open with your favourite archive program. http://wiki.thedarkm...Skybox_TutorialIs also of great help. i still dont get it. I created env folder, placed some some sky boxes there, How can i see them in DR? Quote What excuse do we have not to sculpt, and sculpt, and sculpt, until the job is done?
Sotha Posted November 15, 2012 Author Report Posted November 15, 2012 You must create the material definition for it. The skybox tutorial covers this. Quote Clipper-The mapper's best friend.
someTaff Posted November 16, 2012 Report Posted November 16, 2012 btw check this out Quote What excuse do we have not to sculpt, and sculpt, and sculpt, until the job is done?
Sotha Posted November 16, 2012 Author Report Posted November 16, 2012 Most beautiful! How did you do this? And the mission takes place in... a cloud? Quote Clipper-The mapper's best friend.
someTaff Posted November 16, 2012 Report Posted November 16, 2012 well it supposed to take place on cliff-like place, and town beneath clouds so no need to draw it Quote What excuse do we have not to sculpt, and sculpt, and sculpt, until the job is done?
someTaff Posted November 16, 2012 Report Posted November 16, 2012 Getting cube map size mismatch warning. What size they should be?Now it is 1024 for each side Quote What excuse do we have not to sculpt, and sculpt, and sculpt, until the job is done?
someTaff Posted November 16, 2012 Report Posted November 16, 2012 btw tutorial is great and working Quote What excuse do we have not to sculpt, and sculpt, and sculpt, until the job is done?
rich_is_bored Posted November 17, 2012 Report Posted November 17, 2012 Mismatch implies that one of the images is not the same dimensions as the others. But in general any power of two should be fine (128,256,512,1024, ect...). Quote ModWiki
7318 Posted November 17, 2012 Report Posted November 17, 2012 portal skies with much better control in this old thread: http://forums.thedarkmod.com/topic/13442-implementing-3d-skyboxes-that-follow-the-player/page__st__50 Quote Biel Bestué de Luna - Github
someTaff Posted November 17, 2012 Report Posted November 17, 2012 Has anyone tried more than 1024 px for each side? Some wiki article says it's not recomended but why? Quote What excuse do we have not to sculpt, and sculpt, and sculpt, until the job is done?
rich_is_bored Posted November 18, 2012 Report Posted November 18, 2012 1. Yes, it works fine.2. The bigger the images, the more texture memory they consume. I recommend you make them at whatever resolution you want and if you need to scale them down later you can. Quote ModWiki
Baddcog Posted November 24, 2012 Report Posted November 24, 2012 Ah just saw this thread and was curious if the skybox stuff had been implemented. The stuff I was discussing at the end of the thread 7318 linked to above ^ Quote Dark is the sway that mows like a harvest
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