Help with skybox textures

Projects around retexturing and remodeling Descent

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Yokelassence
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Help with skybox textures

Postby Yokelassence » Tue Sep 22, 2009 1:28 am

So I have a mission that uses several different environments and I am looking for some good textures to use in the skyboxes. I was wondering if anyone here would like to help me do that.

Basically I need at least:

  • A clear sky texture
  • A star texture
  • A dark stormy overcast texture


I am not only asking for new stuff, if you have something like this already that I could use let me know. Or if you know some great tutorials, I could try my own hand at making them (but I am no good with hi-res textures, it would be better if someone more "qualified" could do them :) )

At the most I am looking for a texture for:

An asteroid setting
Image

A desert setting
Image

A forest setting
Image

A blizzard setting
Image

A canyon setting
Image

An urban setting
Image

I am unable to use geometry for finer skybox details as I am reaching the 6000 cube limit with this mission, the skyboxes had to be plain cubes.

All advice appreciated
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Pumo
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Postby Pumo » Tue Sep 22, 2009 1:50 am

I've got some nice textures that can be used for skyboxes and are the ones i use as base for my PM skybox textures.

I will see if i can send the 3 you want (clear, starry and stormy sky :) )
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Postby Yokelassence » Tue Sep 22, 2009 2:06 am

That would be great Pumo, thanks. :D I will of course extend full credit to you for the textures.

Let me know if there is anything else.
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Sirius
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Postby Sirius » Tue Sep 22, 2009 8:03 am

Haaaaa

That's really cool, and I can imagine how much better it will look with proper skybox textures. (I still need to play your "The Sphere" set, come to think of it...)
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Postby Pumo » Tue Sep 22, 2009 8:25 am

OK, here's the link to some skybox textures you could use:
http://www.goaruna.com/7dx

It includes Clear, Starry Night, Stormy Overcast and Space sky textures. :)

Those textures are ready to use on single-cube skyboxes and each side of the cube is a separate texture (except for bottom side, as i didn't include any bottom texture 'cause it would be not needed) and so each texture must be face mapped to its respective cube side (the texture must cover the entire side without tiling).
Remember also to make your skybox cube REALLY HUGE!! It must be much much bigger than your entire level.

The texures has intuitive names for each side of the cube (front,left,right & top) and you must include them on your specific level's POG.
As they include an horizon offset (and there's nothing below the horizon) you may need to move your skybox cube up/downwards on your level until it looks good.

BTW, you don't need to credit me.
The textures are based on some panoramic free pictures i found and the space texture is based on some D3 textures and PS plug-in effects. I only converted the panoramic pictures into useable skybox sides. ;)

PS. if you need further reference to see how to make your skyboxes using these textures, check out Sirius' anthology skybox on DLE-XP.
[Pumo software main website] - Pumo Mines current progress: 60%
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karx11erx
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Postby karx11erx » Tue Sep 22, 2009 8:39 am

6000 segments? Bad idea: Insane load and lightmap calculation times for all but the fastest computers.
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Postby Yokelassence » Tue Sep 22, 2009 9:32 am

Well, I had an idea that I could distribute my cache files for this level. Assuming that XL can accept cache files produced by other copies of XL

If that is true then all you need to do is put them in your cache folder and the level will load with light maps pre-calculated.

I found this to work locally for me at least, would it work for other D2X-XL users?
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Postby karx11erx » Tue Sep 22, 2009 10:07 am

That should work.
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Kaizerwolf
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Postby Kaizerwolf » Tue Sep 22, 2009 2:16 pm

Well, I've got a space texture, and there's a chance it's from Pumo...

Anyway...

Image

Image

The second one is my favorite, it really shows the space texture i used... though the architecture in the first one is some of my best! :D
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Postby Sirius » Tue Sep 22, 2009 4:51 pm

I hope the lightmaps compress well. Because, um, that will be interesting. ;)
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Isaac
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Postby Isaac » Tue Sep 22, 2009 4:58 pm

It's looking really good. :D
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Postby Irontower » Tue Sep 22, 2009 5:47 pm

At the moment I'm very busy with my job. But on the weekend I can try to create some textures for dessert, forest and so...
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Postby Yokelassence » Tue Sep 22, 2009 11:37 pm

@KaizerWolf

Yea that looks like Pumo's star texture which he has kindly donated. What level is that BTW?

@Sirius

The 3 cache files currently stack up to a whopping 28MB (most light map files are 700KB, this one is 12MB). I will include the cache files in a separate download package so if you think it will be shorter to just calculate them yourself rather than download them then you don't need to include them. Mind you the next time you clear your cache folder out it will be nice being able to just extract a new set from a RAR and save you 10 minutes worth of level loading.

@Irontower

They don't have to be very detailed textures, the player probably wont spend much time looking at the sky. But anything you come up with will look better than my placeholder textures made in MS paint :D I am not asking for a lot but yea, forested hills, sand dunes, icy cliffs and a city-scape together with Pumo's textures would complete the look.
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Postby Kaizerwolf » Wed Sep 23, 2009 12:04 am

That's one of my levels from "D2X-XL; Retribution." I've started work on it again. :D
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Postby Sirius » Wed Sep 23, 2009 6:44 am

My max detail lightmap for Anthology was 185 MB I think. Took 20-25 minutes to calculate on an i7. *whistles*

Perhaps the lightmap size is more proportional to the size of the level than cube count? It does surprise me that these ones are so small given they are near 6k cubes.

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