3D Skyboxes.
Moderator: Moderators
3D Skyboxes.
Nope, not asking how to make one. Just had an idea, though... why not implement a skybox as a S3O? Then you get scaling control, lighting effects, etc. Been thinking it might kick major booty to make a night map with a huge, 3D moon in the back ground, centered where the lightsource is, among other things.
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- Imperial Winter Developer
- Posts: 3742
- Joined: 24 Aug 2004, 08:59
Argh, this would be nice, but we need shader effects to make out clouds move in the sky box and we have no translucency for s3o which means the clouds would have hard edges. Then best we can do is come up with some bryce prerendered cubemaps. 
af, he is talking about this:

The sky in the distance is a series of 3d objects rendered on a portal around the level. Btw, this shot is from a game made in 1998's map format so it is old.
argh, if you want some cubemaps that I have done, I can toss them on unknown files and you can use them all you want.

af, he is talking about this:

The sky in the distance is a series of 3d objects rendered on a portal around the level. Btw, this shot is from a game made in 1998's map format so it is old.
argh, if you want some cubemaps that I have done, I can toss them on unknown files and you can use them all you want.
S3O? Na, lua with shaders.
Why lock yourself into a limited model format?
- draw an accurate star model into a display list, use os.time() to orient them correctly
- lua has translucency for clouds, and has enough access to allow for some fairly
advanced shader tricks (true 3D clouds and ground fog can be done)
- i haven't added support to generate cubemaps, but you can just draw 6 quads
(although the reflective and specular cubemaps should be accessible in shaders)
- lua has texture matrix control, allows for easy texcoord shifting
- lua can do "true" skyboxes that track the view origin
- lightning, rain, snow, rainbows, whatever
- etc...
Why lock yourself into a limited model format?
- draw an accurate star model into a display list, use os.time() to orient them correctly
- lua has translucency for clouds, and has enough access to allow for some fairly
advanced shader tricks (true 3D clouds and ground fog can be done)
- i haven't added support to generate cubemaps, but you can just draw 6 quads
(although the reflective and specular cubemaps should be accessible in shaders)
- lua has texture matrix control, allows for easy texcoord shifting
- lua can do "true" skyboxes that track the view origin
- lightning, rain, snow, rainbows, whatever
- etc...
Wait, realtime sun-motion across sky... day/nmight cycle that potentially changes terrain over timetrepan wrote:S3O? Na, lua with shaders.
Why lock yourself into a limited model format?
- draw an accurate star model into a display list, use os.time() to orient them correctly
- lua has translucency for clouds, and has enough access to allow for some fairly
advanced shader tricks (true 3D clouds and ground fog can be done)
- i haven't added support to generate cubemaps, but you can just draw 6 quads
(although the reflective and specular cubemaps should be accessible in shaders)
- lua has texture matrix control, allows for easy texcoord shifting
- lua can do "true" skyboxes that track the view origin
- lightning, rain, snow, rainbows, whatever
- etc...
zomg
tides anyone?
As I was trying to correct the perspective to make my dump moon round on my CPIA & Peripheral Consciousness map, I was under the impression that if it was round when cented on the screen, it became skewed when on the corner of screen. And I came to wonder if a cubic skybox has really no perspective effect that would make it appear as different under certain angle than let's say a spherical skybox. But trying to figure if a sphere can be mapped unto a cube with no visible difference from an observator who can use any angle but has to remain in the center makes my headsplode before I find the answer. Can someone with a better sense of 3D geometry answer me?
http://spring.clan-sy.com/wiki/Skyboxcreation
I use bryce3d, if you want any of my source files I can upload the raw images for you to look at.
I use bryce3d, if you want any of my source files I can upload the raw images for you to look at.
I see some MTR fulfillment in the future.Dragon45 wrote:Wait, realtime sun-motion across sky... day/nmight cycle that potentially changes terrain over timetrepan wrote:S3O? Na, lua with shaders.
Why lock yourself into a limited model format?
- draw an accurate star model into a display list, use os.time() to orient them correctly
- lua has translucency for clouds, and has enough access to allow for some fairly
advanced shader tricks (true 3D clouds and ground fog can be done)
- i haven't added support to generate cubemaps, but you can just draw 6 quads
(although the reflective and specular cubemaps should be accessible in shaders)
- lua has texture matrix control, allows for easy texcoord shifting
- lua can do "true" skyboxes that track the view origin
- lightning, rain, snow, rainbows, whatever
- etc...
zomg
tides anyone?