Hi Qweeg,
Quote: "It was a bit strange, in that the skybox .x model I downloaded seemed to have the top and bottom face textures round the wrong way "
Mark Alsip here... The skybox is a cube I made in GameSpace, with all of the faces inverted, and the textures were mapped to the faces with that in mind. It loads up "strange" (as you were kind enough to phrase it) in DirectX without a couple of lines of code to set things right.
The first three skybox packs I gave away had the sample code in the zip file and the later ones omitted it. Sorry about that. Here are the key points you want to cover in your code for those skyboxes:
1. Scale the object BIG. Like, 20,000 or 30,000 units. The actual .X model is only 60 3D units!
2. Position your camera INSIDE the box.
3. Use SET TEXTURE to change the default behavior for textures (see code snippet below). The default mode isn't suitable for most any skybox-type of object as you'll get visible lines in the corners. This includes the professional boxes in SkyMatter. Somewhere on the TGC site is an excellent PDF-format skybox tutorial that goes into detail on the subject (they user 6 flat planes but still have to stretch the sides or the textures)
Here's a snippet from the free planets demo on the web site, it uses a skybox with its own camera to "beam" video up from a planet surface.
load object "cielo.x", intPlanetSurfaceSkyBox
set object texture intPlanetSurfaceSkyBox, 2, 1
set object light intPlanetSurfaceSkyBox, 0
scale object intPlanetSurfaceSkyBox, 24000,24000,24000
' POSITION BOX HERE
' POSITION CAMERA HERE, PUT INSIDE THE BOX
I've been moving all the skybox stuff to a new web site (alsip.net has reached its disk quota), complete with better example code and tutorials. But work has had to come first this month so I'm behind on that.