trefoilknot on 3/1/2018 at 22:12
Is it possible to have more than one panoramic texture in a single mission? By panoramic, I mean that the texture looks different depending on viewing angle, as if you are looking into a 3D space.
I can't recall any missions having multiple panoramic textures (typically just a single sky), but I could be mistaken. In any event, is it possible?
Daraan on 3/1/2018 at 22:48
Not sure if I understand you correctly but there can be for example two different skybox versions. Well actually more.
You have use a dummy texture and an .mtl file render_pass...
-> see material-formats.txt
R Soul on 3/1/2018 at 22:55
CoSaS Mission X used a set of huge objects to get around the DistantArt limitations. Their faces were flat but you can make whatever shape you want. An object that intersects sky-textured polys will still be rendered as long as its centre is in air/water.
trefoilknot on 18/2/2018 at 21:10
So, I've figured out how to create a cubemap, and I think I understand how to use the render_pass{...} in the .mtl file. But how do I get Dark to recognize that a given texture is a cubemap? The material-format file explains that, for uv_source:
Quote:
PROJECTION - generate texture coords for camera projection mapping (when used with a cubemap it results in skybox behavior)
Is there a special type of file that dark will recognize as a cubemap? Should I break the single cube map into 6 different textures, one for each face? If so, how do I tell dark to consider all of them as one cubemap? I poked around in the RES/fam/skyhw folder, and found that each sky was composed of 6 .pcx files, appended with n, s, e, w, t, and p. I'm guessing these reflect the North, South, East, West, Top and... uh, Pottum? sides of the cube. But there's no corresponding .mtl file so I can't see how they were put together into a single panorama.
Is there a simple way to take any 6 textures, and render them like a skybox? (Obviously, whether it looks go will depend on how well the 6 textures work with each other, but for now I just want to make it WORK. Then I'll refine the faces).
ZylonBane on 18/2/2018 at 23:57
Quote Posted by trefoilknot
By panoramic, I mean that the texture looks different depending on viewing angle
So... like all textures.
trefoilknot on 19/2/2018 at 01:14
Um, no. Also, that's an incomplete quote. I said:
Quote Posted by trefoilknot
By panoramic, I mean that the texture looks different depending on viewing angle,
as if you are looking into a 3D space (emphasis added).
There are, of course, a number of ways in which a texture could look "different" depending on viewing angle, hence the clarification.
Sorry you got confused, ZB! Better luck next time :) Fortunately, it seems the other commenters were able to discern my meaning, even though I didn't know the term 'cubemap' at the time of the initial posting.
Also, if you know how to accomplish this, I'd be very grateful for any help you can provide! Further, if you are genuinely puzzled about what I'm asking, please let me know what aspect of my question is confusing to you, and I can try to clear it up.
Yandros on 19/2/2018 at 02:45
I actually initially thought you meant distant art, which is much more commonly used than skyboxes. But either way, I don't know how you can change it dynamically mid-mission unless something in kdscript can do it.
trefoilknot on 19/2/2018 at 03:14
I'm not looking to change it dynamically. I just want to use different cubemap textures in different areas of the mission. Is this easier to accomplish?
Yandros on 19/2/2018 at 04:19
How is that not changing it dynamically? You have one skybox or NewSky for an entire mission, and can't change it at runtime or in different areas etc.
trefoilknot on 19/2/2018 at 05:01
Well, if you're only allowed to have one cubemap texture per mission, then I suppose to answer to my initial question is simply: "no."
I'm still not convinced this is the case though. The materials-format file makes it seem doable with a render_pass, I just can't figure out how to get a texture to behave as a cube-map. Moreover, aren't reflective surfaces achieved with cubemaps?