darthsLair on 18/12/2013 at 16:55
Quote Posted by Eternauta
Use Gimp V 2.6.5 and yes, I'm confused.
How do you create a sky 512x512?
Here is an article by Jermi concerning enhanced skies : (
http://www.ttlg.com/forums/showthread.php?t=131652) http://www.ttlg.com/forums/showthread.php?t=131652
Jason has some interesting tutorials on his site, one is creating a night sky, also working with some skyboxes:
(
http://jasonotto.net/resources/tutorials/) http://jasonotto.net/resources/tutorials/
jermi on 22/12/2013 at 16:27
I don't reply whenever I'm mentioned, this is just a coincidence.
In Thief, by default you have about 90 degree FoV (disregarding zoom), which means that the skybox resolution should match the display resolution. If the skybox resolution is higher, you're wasting space. If lower, it might look blurry in contrast to the sharp polygon edges on the foreground. Thief is usually very dark so you might get away with more blurriness than you could in daylight. If the display resolution is Full HD, 2K textures match that very well. Also, someone may be playing on a lower resolution so you actually do need mipmaps as well. Alpha channel is ignored and is therefore a waste of space.
Having said that, for the t2skies city distant art, I used a 2K texture over 180 degrees, mainly because rendering even in that resolution took ages and anyway it looked more than good enough.
ZylonBane on 22/12/2013 at 21:21
Quote Posted by jermi
If the skybox resolution is higher, you're wasting space. If lower, it might look blurry in contrast to the sharp polygon edges on the foreground.
Which isn't necessarily a problem, since in real life distant objects usually look a bit blurry due to atmospheric haze.