[Question] Making new skies?
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Masaq
- Retired PR Developer
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[Question] Making new skies?
I saw a DEV stating a little while back that they'd like some new skies but that nobody had bothered. Given that I for one am a little used to all the BF2 skies already, anyone mind enlightening me as to what are the requirements for a sky - dimension, file format, shape etc?
"That's how it starts, Mas, with that warm happy feeling inside. Pretty soon you're rocking in the corner, a full grown dog addict, wondering where your next St Bernand is coming from..." - IAJTHOMAS
"Did they say what he's angry about?" asked Annette Mitchell, 77, of the district, stranded after seeing a double feature of "Piranha 3D" and "The Last Exorcism." - Washington Post
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e-Gor
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Yup, 2048x512 is the best size for the sky itself. If you want to make it a different size, you can, but it must be a power of 2 on each side as that's required by the dds file format.
They're mapped onto the inside of a dome - so the entire top line of the image is compressed to a single point, and the horizon is somewhere near the bottom. (Exactly where depends on the height of the map.) So as an image it'll need to look stretched towards the top, with the very top of the image all the same colour.
To test, save as .dds (photoshop and GIMP both have plugins, or there are several file converters for it), shove it in one of the zips somewhere, and change the Skydome.skyTexture line in the sky.con for a map.
They're mapped onto the inside of a dome - so the entire top line of the image is compressed to a single point, and the horizon is somewhere near the bottom. (Exactly where depends on the height of the map.) So as an image it'll need to look stretched towards the top, with the very top of the image all the same colour.
To test, save as .dds (photoshop and GIMP both have plugins, or there are several file converters for it), shove it in one of the zips somewhere, and change the Skydome.skyTexture line in the sky.con for a map.
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Masaq
- Retired PR Developer
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Cheers guys, I'll have a play over the next few days or so.
"That's how it starts, Mas, with that warm happy feeling inside. Pretty soon you're rocking in the corner, a full grown dog addict, wondering where your next St Bernand is coming from..." - IAJTHOMAS
"Did they say what he's angry about?" asked Annette Mitchell, 77, of the district, stranded after seeing a double feature of "Piranha 3D" and "The Last Exorcism." - Washington Post
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LtSoucy
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Rhino
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jayceon515
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Are you sure because it looks a lot like this: Shrani.si - Brezpla?na spletna shramba za va?e datoteke. and it is Sharqui Peninsula sky texture which I'm 100% sure about.Jonny wrote:Its the tabara quarry one from the vBF2 skies, rhino.
However Basrah sky.con could use some extra treatment IMO. It looks garbage TBH. I'm fully aware that if the lightning was the same as in 0.5 it would lag like hell since now the map has around 1200 statics more than it had in 0.5 but back then it really felt like a ME map. I really hate how the buildings look so dark against very bright ground. I'm sure it can be done so Basrah gets its old atmosphere back and keeps relatively good performance.
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PF-Greasy Monkey
- Posts: 206
- Joined: 2005-08-27 18:07
this tut?[R-DEV]Rhino wrote:that dont look like the sky you posted above, looks more like the sky I edited for fools road...
a FH2 Dev made a tut on how to get skys from Terrgen into BF2 thou my bookmark for it is broken, search there forums and you should find it.
FH2 mapping tutorials - Convert your Terragen cube cross skies to bf2 hemispherical format




