@Indian Homie G:
Quote: "Brilliant skyboxes. you said you make these in Bryce, I thought Bryce was a 3d modeler, not a 2d prog!
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Thanks much for the praise Homie. Hey, you're in my old neighborhood there in San Jose. I used to live off Saratoga/280.
Bryce does a whole lot of stuff. I'm afraid if I keep singing its praises people are going to think I work for them or something. Bryce definitely produces 3D output but is better known for the 2D. In 3D, you're limited to exporting the terrain object, lattice object, and boulder object. IMHO, the terrain export to .X format is seriously overlooked by game developers. I'll soon try to put my mountains where my mouth is by posting some textured landscapes matched to some of my skyboxes.
In my downloadable boxes, the actual skybox object itself is a cube I textured in GameSpace, then inverted all the faces so they point to the inside. One neat thing about .X objects is if you don't specify an absolute pathname to the texture file, it uses whatever's in the folder with it. So I just use the ol' 1.bmp, 2.bmp... 6.bmp naming scheme, and do six 2D renders in Bryce, rotating the camera each time. There's a perspective/FOV bug in Bryce so you don't use 90 degree angles, but 112.5 degrees instead. There are a couple good web tuts on it and I'm almost done with a DarkBasic-specific tut of my own.
I just learned how to make really cool lightening in Photoshop. Below is a sneak preview actually textured onto one of my upcoming "stormy" series skyboxes. In reality, I'll probably upload the lightening as it's own object that you can move around and flash. Fun stuff!