Create new skies without breaking a sweat

If you're looking for mapping help or you reckon you're a mapping guru, post your questions / solutions here

Moderator: Moderators

Post Reply
Bjarne BZR
Site Admin
Posts: 3298
Joined: Wed Feb 05, 2003 2:04 pm
Location: Sweden
Contact:

Create new skies without breaking a sweat

Post by Bjarne BZR »

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
Admin .MAP Forums
Image
Head above heels.
User avatar
hogleg
General
Posts: 1577
Joined: Tue Sep 09, 2003 5:23 pm
Location: Down South Hillbilly Country

Post by hogleg »

Nice job :shock:

How is it with Terrain?
"all the governments in the world are corrupt and in the hands of the Illuminati"
panTera
Brigadier General
Posts: 573
Joined: Wed Jan 29, 2003 11:46 pm
Location: The Netherlands
Contact:

Post by panTera »

yep, Terragen is da bomb, but it has been around for awhile;)
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.
Found this info on it:

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.
Krane
Lieutenant General
Posts: 782
Joined: Sat May 31, 2003 4:18 pm
Location: California, USA
Contact:

Post by Krane »

panTera wrote:yep, Terragen is da bomb, but it has been around for awhile;)
The containerz's map sky was made using terragen :D !
Image
Bjarne BZR
Site Admin
Posts: 3298
Joined: Wed Feb 05, 2003 2:04 pm
Location: Sweden
Contact:

Post by Bjarne BZR »

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 :D
Admin .MAP Forums
Image
Head above heels.
Master-Of-Fungus-Foo-D
Muffin Man
Posts: 1544
Joined: Tue Jan 27, 2004 12:33 am
Location: cali, United States

Post by Master-Of-Fungus-Foo-D »

Yeah i saw the tutorial while browzing around the Rjukan Project site while the .map was down.
Image
The Fungus Theme song!!!

Code: Select all

while (local.player istouching self)
Post Reply