PDA

View Full Version : Sky box will not work



DEElekgolo
May 15th, 2009, 04:01 PM
Well I tried using a sky box method instead of a sphere or dome. And for some reason i get this distortion along the edges of the box.
http://img42.imageshack.us/img42/6379/scr7216079.jpg
I know it isnt the uvs for sure.

It is not in the bitmap either.
http://img51.imageshack.us/img51/8670/singlesback.png

Choking Victim
May 15th, 2009, 04:04 PM
How about you use a dome.

Problem solved.

DEElekgolo
May 15th, 2009, 04:05 PM
I would rather use a box so that I may be able to use high resolution bitmaps on each of the box's faces.

Choking Victim
May 15th, 2009, 04:11 PM
I would rather use a box so that I may be able to use high resolution bitmaps on each of the box's faces.
Obviously boxes don't work too well. Why do you think bungie used sphere's/domes?

DEElekgolo
May 15th, 2009, 04:14 PM
Because halo CE always gives errors when there is a lot of bitmap data in one shader. Which is why yoyocrast is currently being optimized to support the lightmaps.

Choking Victim
May 15th, 2009, 04:17 PM
Because halo CE always gives errors when there is a lot of bitmap data in one shader.
I don't see how that applies, it's quite obvious they used domes because cubes don't render properly in sky geometry. I've never tried it, just going by your pictures.

DEElekgolo
May 15th, 2009, 04:21 PM
When I would try to use a dome or sky, I was limited to 2048 textures. Which is why most details in my sky are dithered out. So I wanted to use a cube so that each face can have its own 2048 texture.

SnaFuBAR
May 15th, 2009, 04:24 PM
If you're using a UV unwrap and didn't extend a few pixels into the black, that's your problem.

Choking Victim
May 15th, 2009, 04:25 PM
When I would try to use a dome or sky, I was limited to 2048 textures. Which is why most details in my sky are dithered out. So I wanted to use a cube so that each face can have its own 2048 texture.
Which is why you should use cloud planes and star masks for your small details. I don't see any details in your base texture that would be dithered out. Just use a 2048x2048, even that's high for a base sky texture.

Inferno
May 15th, 2009, 04:33 PM
Halo 3 only uses around 768 for textures and it looks fine. I don't see why you need anything higher than 1024.

Advancebo
May 15th, 2009, 07:55 PM
Chamfer those edges?

Maniac
May 15th, 2009, 08:45 PM
lol, no.
Its edge bleeding isnt it?
Anyway i dont see why you are continuing with trying to do it this way when you know how its done correctly.
Basically everything Choking Victim said.

Malloy
May 15th, 2009, 10:19 PM
ha ha make a dome using quads, Unwrap each quad to its own texture, then divide your texture that way. Good luck though lawls.

Sabre
May 15th, 2009, 10:46 PM
ha ha make a dome using quads, Unwrap each quad to its own texture, then divide your texture that way. Good luck though lawls.

A man after my own heart, who are you?

Malloy
May 16th, 2009, 05:41 AM
lol hhhhhhwut