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Darkmod: Inspiration thread


Bikerdude

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Nice. Is it layered or is it just a static image?

 

By layered, I mean, if the player moves, does the darker and the paler distant cityscape move relative to each other, or are they just still?

 

I'm pretty sure it could be done: first make a background with terragen, then draw a cityscape onto it.

 

Edit:..hmmm I wonder if blender could be used to make such skyboxes..

Clipper

-The mapper's best friend.

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  • Nice. Is it layered or is it just a static image?
  • By layered, I mean, if the player moves, does the darker and the paler distant cityscape move relative to each other, or are they just still?

  • The city part image is static, the sky above moves like ours does. I have a copy of the city image with its requisite alpha channel, but I have not been able to figure out how to get it into a skybox.
  • That I don't know as this is a shot from Thief2, from a mission DrK is working on.

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I wonder if you could do it like this, but in DR.

http://www.katsbits.com/tutorials/blender/rendering-skybox-environment-maps.php

 

So you have a ordinary skybox with a static horizon on it, like I did in LQD skybox.

 

But inside the skybox you would have a cylinders of cityscapes. See how it is in the image: the nearest cityscape would be projected on the nearest cylinder. Then the second (more distant) cityscape would be on a larger cylinder a bit further. The farther the cityscape from the viewer, the paler it is in color.

Clipper

-The mapper's best friend.

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You mean full of cardboard boxes? :) You know you can make sky boxes with TDM? Just take some buildings you have already built, arrange them in some interesting way, you don't have to worry about fps so it can be detailed, add some fog, run a command. Game takes screenshots that you can retouch however you want in an image editor.

It's only a model...

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You mean full of cardboards? :) You know you can make sky boxes with TDM? Just take some buildings you have already built, arrange them in some interesting way, you don't have to worry about fps so it can be detailed, add some fog, run a command. Game takes screenshots that you can retouch however you want in an image editor.

Ah ok then, is there a wiki entry for how to do this..?

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I did it all manually.

1) set camera to 90 degrees field of view (in stead of focal length) and render size to 1024x1024

2) make renders in all 6 directions (rotate camera exactly 90 degrees)

3) it may be necessary to rotate up and down renders in an image editor, depending on how your camera was rotated in Blender.

Each view needs to be a separate image. An example of a skybox created in game is in darkmod\env\skyboxes\skybox_industrial_01.

It's only a model...

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  • 2 weeks later...
  • 4 weeks later...

That's pretty.

 

I kind of want to build a miniature scene like that out of models for the player to see out the window, not to be able to enter or anything, but to add flavor.

What do you see when you turn out the light? I can't tell you but I know that it's mine.

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This is ...

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

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