Backround?

Backround?

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NoobsAtWar
Posts: 3
Joined: 07 Oct 2009, 02:45

Backround?

Post by NoobsAtWar » 07 Oct 2009, 03:00

I was wondering if there was anyway of incorporating a backround onto the map when you zoom out, like that blue screen past the edge of the map, is there anyway to put a diffrent picture there? So it kind of looks similiar to SupCom
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Warlord Zsinj
Imperial Winter Developer
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Joined: 24 Aug 2004, 08:59

Re: Backround?

Post by Warlord Zsinj » 07 Oct 2009, 09:39

It is possible to put in a skybox, if that is what you are referring too.
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NoobsAtWar
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Joined: 07 Oct 2009, 02:45

Re: Backround?

Post by NoobsAtWar » 07 Oct 2009, 18:52

I think so. So how could i put that into spring?
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Argh
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Joined: 21 Feb 2005, 03:38

Re: Backround?

Post by Argh » 07 Oct 2009, 19:12

You don't "put it into Spring", you put it into a map. See map-making documentation in that sub-forum for technical details.
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knorke
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Joined: 22 Feb 2006, 01:02

Re: Backround?

Post by knorke » 07 Oct 2009, 20:35

not all spring maps have a skybox i think.

but as you do not see the sky when you zoom out, i think he is asking for something on the ground, like the map being surrounded by a rock texture or something. (?)
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NoobsAtWar
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Joined: 07 Oct 2009, 02:45

Re: Backround?

Post by NoobsAtWar » 08 Oct 2009, 00:59

Im asking if its possible to do something like this Image, so when you zoom all the way out there is a backround at the back.
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Re: Backround?

Post by AF » 08 Oct 2009, 01:08

Get forged alliance
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SpliFF
Posts: 1224
Joined: 28 Jul 2008, 06:51

Re: Backround?

Post by SpliFF » 08 Oct 2009, 02:28

Well obviously he already has FA or he wouldn't be posting screenshots... sheesh.

You could implement this as a widget, using OpenGL commands to draw the background as a textured plane on each widget:DrawWorld() call-in. This isn't the same as doing it per-map (like the skybox) but it would work with existing maps provided you are ok with a generic background for all maps (or for each map 'type' - if such a concept exists).

I don't know if anything exists already so you may need to get your hands dirty with Lua widget code and OpenGL to pull this off.
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chillaaa
Posts: 234
Joined: 16 Mar 2005, 00:12

Re: Backround?

Post by chillaaa » 08 Oct 2009, 09:39

SpliFF wrote:Well obviously he already has FA or he wouldn't be posting screenshots... sheesh.
WRONG. Easy enough to get from a Google image search.
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Re: Backround?

Post by AF » 09 Oct 2009, 04:34

What he posted came from original supreme commander, forged alliance changes that background quite dramatically.
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Master-Athmos
Posts: 862
Joined: 27 Jun 2009, 01:32

Re: Backround?

Post by Master-Athmos » 09 Oct 2009, 14:53

I guess Argh could make some comments on the actual work required as he recently messed around with drawing orders and altering stuff like that with the Lua capabilities so you have a single bitmap facing the camera as lowest "layer" and everything else draws "over" that...

I wouldn't call it "trivial" to do though but maybe there are more easy ways to accomplish the same...
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lurker
Posts: 3842
Joined: 08 Jan 2007, 06:13

Re: Backround?

Post by lurker » 09 Oct 2009, 15:27

Since this is apparently not clear enough.

Lots of maps have skyboxes.

Not all of them do, if it doesn't then you'd have to write a widget to fake one.
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zwzsg
Kernel Panic Co-Developer
Posts: 7015
Joined: 16 Nov 2004, 13:08

Re: Backround?

Post by zwzsg » 09 Oct 2009, 18:45

We've had skyboxes for sooo many years.

See the menu at the top of this forum? Click "Development", then "Map Development" and ohhh, there's a whole page about skyboxes, what they are, how to make them, etc...
http://springrts.com/wiki/Skyboxcreation



You can also use the "search" of the forum. With it I found that 4 years old post of mine:
zwzsg wrote:Two .dds that were found working:
- C:\Program Files\ATI Research Inc\CubeMapGen v1.0\Textures\CubeMaps\SpaceSky512.dds
- http://www.fileuniverse.com/spring/Texture1.dds

Another dds in the exemple CubeMaps was found NOT working.

Instruction to make your own dds:
- Make four images. Any common image format (.bmp, jpg, .png, etc...). I only tried 1024x1024 and 512x512, and I think you have to use 16millions colors. But maybe other images are possible, I just haven't tried.
- Install http://www.ati.com/developer/cubemapgen/
- Run it
- Select Cube: X+ Face <1>
- Load CubeMap Face <F> : choose your face1
- Select Cube: X- Face <2>
- Load CubeMap Face <F> : choose your face2
- etc.. until you get all 6 faces.
- Not that for me nothing save a white circle shows in AtiCubeMapGen, but anyway, it works.
- Save CubeMap (.dds): save it into /Spring/maps/
- Then in your map .smd add SkyBox=yourskybox.dds; in the [ATMOSPHERE] like yeha said.
- Run Spring and it should work.


The orientations are:

X+ Face1 West
X- Face2 East
Y+ Face3 Up
Y- Face4 Down
Z+ Face5 North
Z- Face6 South

All side faces are: up in the image = up ingame
Down is: up in the image = north ingame
Up is: up in the image = south ingame
All faces are mirror-inverted.
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knorke
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Re: Backround?

Post by knorke » 09 Oct 2009, 19:59

I might be wrong but the effect he wants has nothing to do with skyboxes
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lurker
Posts: 3842
Joined: 08 Jan 2007, 06:13

Re: Backround?

Post by lurker » 10 Oct 2009, 02:30

But he shows a screenshot with one and seems to be drawing attention to the skybox.
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Forboding Angel
Evolution RTS Developer
Posts: 14575
Joined: 17 Nov 2005, 02:43

Re: Backround?

Post by Forboding Angel » 10 Oct 2009, 10:34

lurker wrote:But he shows a screenshot with one and seems to be drawing attention to the skybox.
He obviously has no idea what a skybox is and
the effect he wants has nothing to do with skyboxes
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AF
AI Developer
Posts: 20668
Joined: 14 Sep 2004, 11:32

Re: Backround?

Post by AF » 10 Oct 2009, 23:24

Take your bitmap, draw it on a quad on the infinite plane ontop of a black skybox, and billboard the quad so it always points at the camera.

For forged alliance effect, draw geometry around the maps edges on a horizontal plane, and darken the skybox. Apply texture to surrounding geometry.
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