This looks great, did you draw it? I thought sky(boxes) are usually automatically created via specialized software.
If you have a lossless or even layered version of this (jpg is lossy) it'd be great if you uploaded a png (or layered file format) version of it. Bigger resolution would be awesome too of course.
Nice license choice! I'll see if I can cut into pieces usable by the Cube 2 fps game engine.
DA automatically converts things to .jpg. It's irritating. The skybox was created in terragen and converted with a number of tools. I can't get all that much more resolution out of it without it getting blurry, due to rendering limits on the free version of terragen. I'd love a bigger version too... I'll do something for you, though. I'll upload the cubemap, individual images at original resolution (pre cubic enlargement, that is) and the world file that generated the sky as a zip. It should be up shortly.
I didn't know it automatically converted stuff. However, if you upload a source file (a zip of the raw form of the image) and then a png preview, and use the png as preview for the zip, it will stay png.
I'm never made skyboxes, so sorry for this ugly test of mine =-D
I'm looking forward to try to use what you're uploading =-)
It'll be up Monday, probably. It's nice to see it used. I'll replace it with a png-zip as you suggested. Also, somebody over at the UT3 modding forum I put this on asked for a skybox tutorial, so her it is, if you're intersted. If you're not, feel free to ignore it.
BEGIN LONG TUTORIAL SEGMENT
1. Create a sky in Terragen. This tutorial is for Terragen 1, but Terragen 2 should be usable if you want to figure it out. [Link] This is art. It's not a hard program to learn to use, but it's not easy either. There are no end of good tutorials for it, I used some of them and taught myself a lot. I can't explain exactly how to do it here. 2. Set the image size to 960 by 960. This is the largest square that the non-licensed version will let you render. Make sure you have the land turned off, obviously. 3. Save this as [link]. ]------------[ initanim "C:\skyrender", 1
;_ft Zoom 1.0 CamH 0 CamP 0 CamB 0 frend
;_lf Zoom 1.0 CamH 90 CamP 0 CamB 0 frend
;_up Zoom 1.0 CamH 270 CamP 90 CamB 0 frend
;_bk Zoom 1.0 CamH 180 CamP 0 CamB 0 frend
;_rt Zoom 1.0 CamH 270 CamP 0 CamB 0 frend
;_dn Zoom 1.0 CamH 270 CamP -90 CamB 0 frend ]------------[ 4. In terragen, go to Terragen (in the filemenu bar) and Execute Script. Choose this script and wait. 3D skies can take a long time to render. When it's done, you should have six numbered images in your root drive, whatever that is. (It's almost certainly C:\. If it's not, you can probably find it.) Move these images somewhere useful. 5. Resize these images to 1024 by 1024. It comes out a bit cleaner. You can ignore the all-black one. 6. At this point, I'll just point you to the tutorial I'm following. I can't possibly explain this better than this bloke does. [Link] 7. I have a couple of tips for anyone following this tutorial. -ATI Cubemapgen seems not to generate it's highest-res image if "generate mipchain" isn't checked. Just delete all of the extra mipmaps. -Put in the Y+ (top) face first, so that you can instantly tell if they are lined up. -Check the 'skybox' box to get a better idea of what it looks like. - I believe the face orders are as follows: X+=skyrender0004 X-=skyrender0001 Y+=skyrender0003 Y-=skyrender0006 Z+=skyrender0005 Z-=skyrender0002 - I'm using a 1 pixel clone brush from a pixel within one or two of the line at 800% zoom to remove the black arcs from the panoramization. 8. If you want to do any manual editing of this image, I would check out Panotools PEditor. [Link] It's a bit awkward, but it's better than nothing. Do any editing with this program BEFORE you crop your image, otherwise all hell will break loose. PEditor likes full-dome panoramas UnrealED likes half-domes. Of course, you could always add a lower half that's all black just to edit it in PEditor, then crop it again...
--
"I don't have an oar or a sail or anything, but the wind and my enthusiasm should be enough to get me there!"
If you have a lossless or even layered version of this (jpg is lossy) it'd be great if you uploaded a png (or layered file format) version of it. Bigger resolution would be awesome too of course.
Nice license choice! I'll see if I can cut into pieces usable by the Cube 2 fps game engine.
--
I like big buttons and I cannot lie.
I'm never made skyboxes, so sorry for this ugly test of mine =-D
I'm looking forward to try to use what you're uploading =-)
--
I like big buttons and I cannot lie.
BEGIN LONG TUTORIAL SEGMENT
1. Create a sky in Terragen. This tutorial is for Terragen 1, but Terragen 2 should be usable if you want to figure it out. [Link] This is art. It's not a hard program to learn to use, but it's not easy either. There are no end of good tutorials for it, I used some of them and taught myself a lot. I can't explain exactly how to do it here.
2. Set the image size to 960 by 960. This is the largest square that the non-licensed version will let you render. Make sure you have the land turned off, obviously.
3. Save this as [link].
]------------[
initanim "C:\skyrender", 1
;_ft
Zoom 1.0
CamH 0
CamP 0
CamB 0
frend
;_lf
Zoom 1.0
CamH 90
CamP 0
CamB 0
frend
;_up
Zoom 1.0
CamH 270
CamP 90
CamB 0
frend
;_bk
Zoom 1.0
CamH 180
CamP 0
CamB 0
frend
;_rt
Zoom 1.0
CamH 270
CamP 0
CamB 0
frend
;_dn
Zoom 1.0
CamH 270
CamP -90
CamB 0
frend
]------------[
4. In terragen, go to Terragen (in the filemenu bar) and Execute Script. Choose this script and wait. 3D skies can take a long time to render. When it's done, you should have six numbered images in your root drive, whatever that is. (It's almost certainly C:\. If it's not, you can probably find it.) Move these images somewhere useful.
5. Resize these images to 1024 by 1024. It comes out a bit cleaner. You can ignore the all-black one.
6. At this point, I'll just point you to the tutorial I'm following. I can't possibly explain this better than this bloke does. [Link]
7. I have a couple of tips for anyone following this tutorial.
-ATI Cubemapgen seems not to generate it's highest-res image if "generate mipchain" isn't checked. Just delete all of the extra mipmaps.
-Put in the Y+ (top) face first, so that you can instantly tell if they are lined up.
-Check the 'skybox' box to get a better idea of what it looks like.
- I believe the face orders are as follows:
X+=skyrender0004
X-=skyrender0001
Y+=skyrender0003
Y-=skyrender0006
Z+=skyrender0005
Z-=skyrender0002
- I'm using a 1 pixel clone brush from a pixel within one or two of the line at 800% zoom to remove the black arcs from the panoramization.
8. If you want to do any manual editing of this image, I would check out Panotools PEditor. [Link] It's a bit awkward, but it's better than nothing. Do any editing with this program BEFORE you crop your image, otherwise all hell will break loose. PEditor likes full-dome panoramas UnrealED likes half-domes. Of course, you could always add a lower half that's all black just to edit it in PEditor, then crop it again...
--
I like big buttons and I cannot lie.
--
"Once more into the fray. Into the last good fight I'll ever know. Live and die on this day. Live and die on this day."