I tested out this great piece of software the other day called "Terragen", and after fiddling around a bit with it and experimenting some: I found that it is perfect for making Photo realistic skies in a jiffy. So I made a tutorial on how to do it. The tutorial also contains some simple scrips that you can use to automate large parts of the process.... so here goes:
http://dynamic6.gamespy.com/~rjukanproj ... oxCreation
Create new skies without breaking a sweat
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Bjarne BZR
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panTera
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yep, Terragen is da bomb, but it has been around for awhile;)
SkyParms <farbox><cloudheight><nearbox>
<Farbox> Specifies a set of files to use as an environment box behind all cloud layers. Specify ?-? for no farbox, or your file base name. A base name of ?env/test? would look for files ?env/test_rt.tga?, ?env/test_lf.tga?, ?env/test_ft.tga?, ?env/test_bk.tga?, ?env/test_up.tga?, ?env/test_dn.tga? to use as the right / left / front / back / up / down sides.
<cloudheight> controls apparent curvature of the cloud layers ? lower numbers mean more curvature (and thus more distortion at the horizons). Higher height values create ?flatter? skies with less horizon distortion. Think of height as the radius of a sphere on which the clouds are mapped. Good ranges are 64 to 256. The default value is 128.
<nearbox> Specified as farbox, to be alpha blended on top of the clouds. This has not been tested in a long time, so it probably doesn?t actually work. Set to ?-? to ignore.
Found this info on it:Your tutorial wrote:"skyParms env/my_very_own_sky - -" This one is where the black magic comes into play. It says that it expects to find a bunch of square textures in the "env" folder. What it does not state is what exactly it expects these textures to be named.
SkyParms <farbox><cloudheight><nearbox>
<Farbox> Specifies a set of files to use as an environment box behind all cloud layers. Specify ?-? for no farbox, or your file base name. A base name of ?env/test? would look for files ?env/test_rt.tga?, ?env/test_lf.tga?, ?env/test_ft.tga?, ?env/test_bk.tga?, ?env/test_up.tga?, ?env/test_dn.tga? to use as the right / left / front / back / up / down sides.
<cloudheight> controls apparent curvature of the cloud layers ? lower numbers mean more curvature (and thus more distortion at the horizons). Higher height values create ?flatter? skies with less horizon distortion. Think of height as the radius of a sphere on which the clouds are mapped. Good ranges are 64 to 256. The default value is 128.
<nearbox> Specified as farbox, to be alpha blended on top of the clouds. This has not been tested in a long time, so it probably doesn?t actually work. Set to ?-? to ignore.
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Bjarne BZR
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I'm not saying I found it 
I just couldent find a good tutorial on using it, and for me it was really not apparent how to create the 6 pictures. It was a lot of experimeting before I got it right. But by using the scripts in the tutorial, anybody should be able to get ti right from the start... even a daft moron like me
I just couldent find a good tutorial on using it, and for me it was really not apparent how to create the 6 pictures. It was a lot of experimeting before I got it right. But by using the scripts in the tutorial, anybody should be able to get ti right from the start... even a daft moron like me
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Master-Of-Fungus-Foo-D
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