Ambiera ForumDiscussions, Help and Support. |
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After creating skybox I loaded textures, but they were always in the wrong order. I tried this: 1. Front, Back, Left, Right, Top, Bottom 2. Front, Right, Back, Left, Top, Bottom 3. Left, Right, Front, Back, Top, Bottom Neither didn't work. Documentation says nothing about the order. Finally I found something that almost worked (by trial and error). Unfortunately, the Bottom texture was not displayed properly. Whatever I did, it didn't fit. I had to rotate it 180 degrees in paint program to make it fit. This is strange, because I'm using quality skybox textures that are tested in other programs. No problems ever before. Maybe the bottom texture in CopperLicht doesn't follow same logic as remaining 5 textures. The order is not documented. |
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Ok, maybe I figured it out. Usually the skybox top and bottom images are photographed by looking forward and then turning camera up (or down) and taking a picture. In CopperLicht it's different. You're expected to rotate camera LEFT and then take top and bottom pictures. So either top or bottom look inverted compared to standard skybox textures. Could this be configured to behave differently? |
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I found out the same thing Zexx, I had to rotate my "up" image 90 to 180 degrees, and bottom too. I'm going to try what you said to turn left before taking the up/down shots. I'm using Terragen Classic to create the skyboxes and it's worked out really well. Will try it with Terragen 2 when I get the chance. but too many options and setting just to make a decent image. In Terragen I've done front, right, back, left, up down. - the sides have always been OK, it's always been the up and down images I've had trouble with, but if your workaround is the answer, that's cool - but not much to flip the texture in Photoshop anyway. |
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Well, I'm not suggesting re-rendering or modifying textures, because they are basically standard. They work in most of the apps. I was hoping that something can be changed in the CL skybox texturing code (maybe adding another option) so that standard textures work without modifications. That's probably in everybody's interest. |
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True, maybe we can change this in the near future. The reason for this is that it is the same format as the Irrlicht Engine uses it (and if I remember correctly, I also think the Quake engine used this format) |
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Yeah, there are always compatibility issues. A whole lot of skybox textures use one or the other format. Maybe there could be some variable telling which type of skybox texture is used? |
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