Statyk
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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.)
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04-23-2013, 07:58 PM |
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Acies
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RE: Skybox has visible texture seams
I managed to somewhat fix it :] Should be okay!
ジ
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04-24-2013, 12:31 AM |
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xxxxxxxxxxxxxxxx
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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?
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04-24-2013, 11:11 AM |
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7heDubz
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RE: Skybox has visible texture seams
Probably in the source code.
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04-24-2013, 11:35 AM |
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JonnyAnomaly
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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
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04-24-2013, 11:43 AM |
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Adrianis
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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
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04-24-2013, 04:44 PM |
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Acies
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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".
ジ
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04-24-2013, 07:04 PM |
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JonnyAnomaly
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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
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04-24-2013, 08:06 PM |
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