Daraan on 19/2/2018 at 09:07
And of course it's possible.
I wasn't a big help, guess what I did - I deleted my working test textures a few weeks ago:sweat:
But I found something I posted elsewhere
Code:
render_material_only
render_pass
{
texture "tex\envmaps\Dskybox"
uv_source PROJECTION
}
The 'trick' is that the cubemap is one file with the 6 sides as six different layers.
I don't remember much more about creating such a file but still I there are two important tips:
• GIMP dds plugin -> Save as cube map
• (
http://www.ttlg.com/forums/showthread.php?t=141820) also check out what kdau's plugin is actually doing.
--------------------
And then by using local envtex you should be able to control it via kdscript OR swap the dummy texture via NVTextureTrap/TrapTexture
trefoilknot on 19/2/2018 at 12:45
Thanks Daraan! I'll see what I can do :)
Yandros on 19/2/2018 at 12:49
That's amazing, I had no idea that was possible to do on the skybox, although I suspected KDscript would be involved if it were possible.
ZylonBane on 19/2/2018 at 15:40
Quote Posted by trefoilknot
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."
He said you can only have one skybox per mission, not one cubemap.
Quote Posted by Yandros
That's amazing, I had no idea that was possible to do on the skybox, although I suspected KDscript would be involved if it were possible.
It's not possible to do that to the skybox. What you do is apply a custom texture where you would normally use skyhack, then use a MTL to apply a cubemap to that texture with skybox-like rendering. But it's not actually
the skybox as far as Dark is concerned. IIRC this is how TFix got the "space room" in The Sword to look correct under NewDark.
Cubemap skyboxes are rather memory-hungry though, requiring six rather high-res bitmaps (or just five if the player will never see the bottom). Definitely a good use case for DDS textures.