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DarkBASIC Professional Discussion / Sky Box/Sphere problem?

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Jeffrey Morris
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Posted: 11th Apr 2005 20:55
I have DBP 5.8. I think that it doesn't support "texture backdrop" and "scroll backdrop" commands. I tried to create sky boxes and sky spheres but I ran into problems with the skybox example that I downloaded from CodeBase section of this website. How can I fix the "blue background" problem?
Ace Of Spades
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Posted: 11th Apr 2005 20:57
either:


or



i think those should both work.
x1b
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Posted: 11th Apr 2005 23:29
I've seen a skybox with a rolling clouds effect. Any idea how that may work ?


x1b

- This message is made of 100% recycled bits and bytes
Jeffrey Morris
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Posted: 11th Apr 2005 23:37
Apolloed, The "Set Camera Range" command worked. A sky sphere looked better than a sky box.
G Man
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Posted: 12th Apr 2005 03:48
@X1b - Scrolling clouds are achieved one of two ways. The simplest involves simply scrolling the sky texture slowly over the sky sphere or rotating the entire sky sphere. The second and more convincing method is achieved by placing a second smaller skysphere inside the main one. This sphere has transparent portions maped out on its texture as defined by the "Set Image ColorKey" command, leaving nothing but the clouds visible. Then either the texture or sphere itself is slowly rotated which presents the illusion of layers of moving clouds.

Intel Pentium 4, 3.4GHz, 1280MB RAM, NVidia Quadro FX3000/256MB, 240GB HD, XP Pro
Mega_Dib
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Posted: 12th Apr 2005 05:04
Didnt think of that G Man . Nice PC specs by the way.

WaterCooled P4 2.8Ghz HT. M/B Asus P4P800De. Lian Li case
Ram 1Gb @ DDR pc3200 synch, 1:1 Ratio, 800 FSB.
ATI Radeon 9800 Pro 128Mb, 256Bit, 8 PLs, AGP 8X, 2nd Gen.
Mega_Dib
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Posted: 12th Apr 2005 05:06
Ive found with skyspheres that when you look up to the top of it,(the sunnyBeach model in DMatter) it has a large round untextured part. Why?

WaterCooled P4 2.8Ghz HT. M/B Asus P4P800De. Lian Li case
Ram 1Gb @ DDR pc3200 synch, 1:1 Ratio, 800 FSB.
ATI Radeon 9800 Pro 128Mb, 256Bit, 8 PLs, AGP 8X, 2nd Gen.
G Man
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Posted: 12th Apr 2005 05:22
You'll find that if you use a geodesic sphere instead of a standard longitude/latitude modelled sphere that the UV mapping will be a lot easier. Even in you are using a standard sphere, The default DB UV mappings are somewhat less than optimal. Therefore you should always make a Skysphere model and UV wrap it in whatever software you are using to do your UV mappings. That way you have more control over the way things are done. The large un-mapped piece is because the top of standard spheres are quite difficult to UV map as all of the polys at the top and bottom of a sphere are quite small and they all converge to a single vertice. It's hard to describe and even harder to UV map properly.

Intel Pentium 4, 3.4GHz, 1280MB RAM, NVidia Quadro FX3000/256MB, 240GB HD, XP Pro
Duffer
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Posted: 12th Apr 2005 05:29
although check this out (see attached code):- (you'll need your own codes for BlueGUI or remove the open and save Dialogs....

the starfied created I think is pretty damn good... even if I do say so myself....

the only drawback is when I try and reload a save .dbo of my starfield it dosnt load back the 2048x2048 texture - anyone know why?

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