If anyone wants a rundown on how to make a passable skybox from a flat image, I can write up a tutorial. But I'm still stuck with how to do a perspective transformation so the skybox doesnt have a bit of distortion. If anyone knows how to do this, please tell me.
The real challenge in asteroid maps is making a heightmap on top of the asteroid that blends well enough into its surroundings, and making everything just fit well, without sacrificing realism.
The play map on this asteroid is extremely simple, kbots pass all. vecs have a hard time.
Also, there is no wind on this map. Ever.
In the future I would like to add floating space debris, but I couldnt figure out how to export my textured rocks out of bryce. I got the model out, but failed at getting the uv mapped texture out of bryce or carrara.
Would be nice if I could get that done, since its much easier for me to use procedurally generated textures and uvmaps; I suck at drawing and find uv mapping to be a horrible waste of manual labor.
Asteroid heightmaps can only be made at 16 bits; since the map is about 3000 elmos tall, it really needs the detail only 16bit raw can provide.
Used World machine for the heightmap - with an extremely elaborate and hackish ~50 filters to generate it.
If anyone needs help in making this kind of map, Ill gladly help. World machine free edition is sufficient to make smaller asteroid maps.
The skybox is released for free use by all, I reserve rights on a case by case basis to the height, metal, texture and typemaps.
Texture is Carrara.
Thanks goes to Auswachsbar and trepan for some lua, Braindamage for some tips.
Download the map and see for yourself!
http://www.springfiles.com/show_file.php?id=2328
V2: Fixed the music bug. There will be no music until next version of spring





EDIT:My peet server seems to be down atm, so no screenies