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Forum: All Forums : Call of Duty
Category: CoDUO Mapping
CoD United Offensive mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: Creating a custom skybox ? How To?!!
Aloucard
General Member
Since: Jan 31, 2007
Posts: 110
Last: Jun 19, 2013
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Level 4
Category: CoDUO Mapping
Posted: Friday, May. 25, 2007 10:01 pm
Hey guys i want to ask how i'll create a custom skybox for UO.
I have the sky files in tga form, but how i can make it a ready skybox?
Is any itchy tiny tut about that?!!
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batistablr
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Category: CoDUO Mapping
Posted: Friday, May. 25, 2007 10:59 pm
Well wouldn't the sky box be considered a texture? Just follow the custom textures tutorial.
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Aloucard
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Since: Jan 31, 2007
Posts: 110
Last: Jun 19, 2013
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Level 4
Category: CoDUO Mapping
Posted: Saturday, May. 26, 2007 12:25 am
Yeah it is, i have all ready the 6 sky texture files in tga form.The tut
is for Cod2. Its the same method for cod uo? and in wich extesnsion
should i creat them? My files is all ready in *.tga, i think that im ok
but i post first to see if was correct.
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batistablr
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Category: CoDUO Mapping
Posted: Saturday, May. 26, 2007 12:27 am
I think you should be ok. [thumbs_up]
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Aloucard
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Since: Jan 31, 2007
Posts: 110
Last: Jun 19, 2013
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Level 4
Category: CoDUO Mapping
Posted: Saturday, May. 26, 2007 12:36 am
Ok mate, thanks once more. Also i found a tut there about creating
your trasparent files.Its for SOF1. Can i use the same tool for UO? I hade a nice idea for acustom trasparent but dont know how to become true [confused].

edited on May. 25, 2007 08:37 pm by Aloucard
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batistablr
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Category: CoDUO Mapping
Posted: Saturday, May. 26, 2007 01:12 am
Hmmm, Sorry; but I can't help you on that. Maybe The_Caretaker or StrYdeR can help you. [cry]
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Aloucard
General Member
Since: Jan 31, 2007
Posts: 110
Last: Jun 19, 2013
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Level 4
Category: CoDUO Mapping
Posted: Saturday, May. 26, 2007 01:22 am
Ok mate, i'll try contact them to see if i can find any good solution.
Thnx once more [thumbs_up]

P.s. Something that i forgot to ask, should i (CAP) or (FIT) them,
wich way way is better about sky texts? in large map for 30 players.

edited on May. 25, 2007 09:24 pm by Aloucard
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batistablr
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Category: CoDUO Mapping
Posted: Saturday, May. 26, 2007 01:40 am
I don't cap or fit, I usually 'natural' it. If that doesn't work; I do it manually. [wave]
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Yorkshire-Rifles
General Member
Since: Mar 16, 2005
Posts: 272
Last: Apr 19, 2008
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Level 5
Category: CoDUO Mapping
Posted: Saturday, May. 26, 2007 02:43 am
You don't need to CAP/Natural/Fit for a skybox, custom or stock. It sorts it out automatically with the shader information.

I followed the SOF tut as a guide and used Terragen (it's free!) a while back. Can't remember if I used tga or dds format. Anyhow, the important thing is that you set you Field of View to 90 degrees when taking snapshots of your sky and you might have to flip one or two of the images horizontally in something like photoshop. Trial and error.

If you edit one of the stock shader files for a sky, it should work nicely.

Sorry if my advice is a bit sketchy, I did this over 6 months ago, but it was a success. Didn't manage a sun shader though.

If you do use Terragen, be careful with the sun, it can cause glare in different strengths on different panels of the skybox. Either turn it off or stick it in the corner at a 45 degree angle so it's shared by 3 photos and thus gives equal light. eg: Front, Side and Top.
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|DA|DarkDilbert
General Member
Since: Jun 5, 2006
Posts: 675
Last: Apr 29, 2008
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Level 6
Category: CoDUO Mapping
Posted: Saturday, May. 26, 2007 11:14 am
now3d is a reasonably good program to make skyboxes with. it's free and doesn't take long to learn, but it does have a habit of misaligning the _up view

terragen is ideal for natural maps. the free version allows you to make 800x800 (maybe 1000) pixel images which can be scaled up to 1024 with bicubic resampling in paint shop pro

jpegs can be used if you want to save room
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