Statyk 
 
 
		
			Schrödinger's Mod 
			
			
			
 
			
	Posts: 4,390 
	Threads: 72 
	Joined: Sep 2011
	
 Reputation: 
241
		
	 | 
	
		
			
RE: Skybox has visible texture seams 
			 
			
				Thing is, it'd have to a giant mesh so when moving, the sky doesn't appear to move. The FarClipPlane of the player only goes so far before occluding anything past it. If this is a full conversion already, he can simply change the setting to a larger number, but if this is a custom story, he would have to turn it into a full conversion for the player to see the enormous model.  
 
I would rather open the images in photoshop and fix up the edges by hand and use it like he has now. Much easier and sensible in my opinion.
			 
			
			
			
				
(This post was last modified: 04-23-2013, 07:59 PM by Statyk.)
 
				
			 
		 |  
	 
 | 
 
	| 04-23-2013, 07:58 PM  | 
	
		
	 | 
 
 
	
		
		Acies 
 
 
		
			Posting Freak 
			
			
			
 
			
	Posts: 1,643 
	Threads: 60 
	Joined: Feb 2011
	
 Reputation: 
73
		
	 | 
	
		
			
RE: Skybox has visible texture seams 
			 
			
				I managed to somewhat fix it :] Should be okay!
			 
			
			
 
 ![[Image: mZiYnxe.png]](http://i.imgur.com/mZiYnxe.png)  ジ
  
			
		 |  
	 
 | 
 
	| 04-24-2013, 12:31 AM  | 
	
		
	 | 
 
 
	
		
		xxxxxxxxxxxxxxxx 
 
 
		
			Posting Freak 
			
			
			
 
			
	Posts: 935 
	Threads: 0 
	Joined: Jun 2012
	
 Reputation: 
54
		
	 | 
	
		
			
RE: Skybox has visible texture seams 
			 
			
				Quote: Thing is, it'd have to a giant mesh so when moving, the sky doesn't appear to move. The FarClipPlane of the player only goes so far before occluding anything past it.  
Why doesn't the default skybox have the same problem? In the end it's just a mesh, too... is there maybe some special code that excludes it from the clipping plane?
			  
			
			
			
		 |  
	 
 | 
 
	| 04-24-2013, 11:11 AM  | 
	
		
	 | 
 
 
	
		
		7heDubz 
 
 
		
			Posting Freak 
			
			
			
 
			
	Posts: 1,329 
	Threads: 40 
	Joined: Feb 2013
	
 Reputation: 
41
		
	 | 
	
		
			
RE: Skybox has visible texture seams 
			 
			
				Probably in the source code.
			 
			
			
 
			
		 |  
	 
 | 
 
	| 04-24-2013, 11:35 AM  | 
	
		
	 | 
 
 
	
		
		JonnyAnomaly 
 
 
		
			Member 
			
			
			
 
			
	Posts: 179 
	Threads: 20 
	Joined: Nov 2012
	
 Reputation: 
14
		
	 | 
	
		
			
RE: Skybox has visible texture seams 
			 
			
				 (04-24-2013, 12:31 AM)Acies Wrote:  I managed to somewhat fix it :] Should be okay! 
Thanks for the replies guys - Acies managed to get it looking a lot better using the texel amount of "7" on the "edge fixup" in Cubemapgen. It seems to have pretty much fixed the problem. Turning up the gamma makes it visible in one area, but I think I'll be able to fix it hopefully using this function further   
			 
			
			
			
		 |  
	 
 | 
 
	| 04-24-2013, 11:43 AM  | 
	
		
	 | 
 
 
	
		
		Adrianis 
 
 
		
			Senior Member 
			
			
			
 
			
	Posts: 620 
	Threads: 6 
	Joined: Feb 2012
	
 Reputation: 
27
		
	 | 
	
		
			
RE: Skybox has visible texture seams 
			 
			
				 (04-24-2013, 11:43 AM)JonnyAnomaly Wrote:   (04-24-2013, 12:31 AM)Acies Wrote:  I managed to somewhat fix it :] Should be okay!  
Thanks for the replies guys - Acies managed to get it looking a lot better using the texel amount of "7" on the "edge fixup" in Cubemapgen. It seems to have pretty much fixed the problem. Turning up the gamma makes it visible in one area, but I think I'll be able to fix it hopefully using this function further   
... or a conveniently placed tree   
			 
			
			
 
			
		 |  
	 
 | 
 
	| 04-24-2013, 04:44 PM  | 
	
		
	 | 
 
 
	
		
		Acies 
 
 
		
			Posting Freak 
			
			
			
 
			
	Posts: 1,643 
	Threads: 60 
	Joined: Feb 2011
	
 Reputation: 
73
		
	 | 
	
		
			
RE: Skybox has visible texture seams 
			 
			
				 (04-24-2013, 04:44 PM)Adrianis Wrote:   (04-24-2013, 11:43 AM)JonnyAnomaly Wrote:   (04-24-2013, 12:31 AM)Acies Wrote:  I managed to somewhat fix it :] Should be okay!  
 
 
Thanks for the replies guys - Acies managed to get it looking a lot better using the texel amount of "7" on the "edge fixup" in Cubemapgen. It seems to have pretty much fixed the problem. Turning up the gamma makes it visible in one area, but I think I'll be able to fix it hopefully using this function further    
 
 
... or a conveniently placed tree   Sadly, that won't work   
On another note - It might be something "odd" about how light-rays are rendered in Terragen because I noticed that one of my skyboxes had this issue where strong lightrays shined from one image to the next. Increasing various quality settings (in Terragen) might "solve" it - but that is just guesswork.
 
Hopefully increasing the edge fixup (further) in cubemapgen will prove fruitful.
 
How/Why did you decide on creating your own skybox? As mentioned earlier in the thread, I like it when people take the time to "take the extra step".
			  
			
			
 
 ![[Image: mZiYnxe.png]](http://i.imgur.com/mZiYnxe.png)  ジ
  
			
		 |  
	 
 | 
 
	| 04-24-2013, 07:04 PM  | 
	
		
	 | 
 
 
	
		
		JonnyAnomaly 
 
 
		
			Member 
			
			
			
 
			
	Posts: 179 
	Threads: 20 
	Joined: Nov 2012
	
 Reputation: 
14
		
	 | 
	
		
			
RE: Skybox has visible texture seams 
			 
			
				 (04-24-2013, 07:04 PM)Acies Wrote:   (04-24-2013, 04:44 PM)Adrianis Wrote:   (04-24-2013, 11:43 AM)JonnyAnomaly Wrote:   (04-24-2013, 12:31 AM)Acies Wrote:  I managed to somewhat fix it :] Should be okay!  
 
 
Thanks for the replies guys - Acies managed to get it looking a lot better using the texel amount of "7" on the "edge fixup" in Cubemapgen. It seems to have pretty much fixed the problem. Turning up the gamma makes it visible in one area, but I think I'll be able to fix it hopefully using this function further    
 
 
... or a conveniently placed tree   Sadly, that won't work   
 
On another note - It might be something "odd" about how light-rays are rendered in Terragen because I noticed that one of my skyboxes had this issue where strong lightrays shined from one image to the next. Increasing various quality settings (in Terragen) might "solve" it - but that is just guesswork. 
 
Hopefully increasing the edge fixup (further) in cubemapgen will prove fruitful. 
 
How/Why did you decide on creating your own skybox? As mentioned earlier in the thread, I like it when people take the time to "take the extra step". 
I wanted a moody sky, and couldn't really find any skyboxes that were free and close to what I wanted, and seeing what you can do with terrain and things in terragen, it seemed perfect for what I wanted   
			 
			
			
			
		 |  
	 
 | 
 
	| 04-24-2013, 08:06 PM  | 
	
		
	 | 
 
 
	 
 |