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Warning: in file [ROOT]/includes/functions.php on line 4785: Cannot modify header information - headers already sent by (output started at [ROOT]/includes/functions.php:3897) [phpBB Debug] PHP Warning: in file [ROOT]/includes/functions.php on line 4786: Cannot modify header information - headers already sent by (output started at [ROOT]/includes/functions.php:3897) [phpBB Debug] PHP Warning: in file [ROOT]/includes/functions.php on line 4787: Cannot modify header information - headers already sent by (output started at [ROOT]/includes/functions.php:3897) TribalOutpost.com Forums • View topic - Bryce, all about the sky
The very top button of the buttons by the directors chair gives you the directors camera veiw, whose field of veiw is that pyramid with the four rays.
So in all reality you are only concerned with the second through the seventh buttons for rendering. I reserver the top one for a step back when working on planets, clouds, sun/moon positioning.
The sky looks twice as big when in the game so if you do put stuff in the foreground (and especially if you expect to make it look far away at the same time) you will have to move away from the the center to get a perception.
The real key with making the awe inspiring sky with bryce is the texture/ lighting of foreground objects. So any body that wants to post questions on the texturing I would love to help them work it out.
Some things to keep in mind:
The textures work like skins in tribes in a way. So if you make a sphere, say 1000 in scale, that texture will be stretched (having been created for sphere of 28 or so). There are different solutions from moving the planet up close and small, or adjusting the texture itself. A little of both and placing the planet mid way works the best.
Put another object such as cloud or sister moons and things can get complex. If you aren't ready to invest just a little time in learning the Deep Texture Editor you sky is gonna come out looking like swirls of textures from light boucing off objects or it will probably look fake. I have made a lot of those!:p
Some easter eggs
alt+left click on anything that will let you adjust color. You will be able to customize the reflections of the clouds,haze, etc. with greater accuracy.
alt+left click on the blue memory buttons and that will clear them, left click will save that which is selected or that which the button refers to.
On the far right at the top is another vertical row of buttons. USE THESE! Each one will save a different sky, independant of the camera veiws. so one .br5 file could contain seven seperate skies. That way you can really play with a multitude of textures against your objects quickly with the ability to return to an older idea with out saving and opening files.
Exact sun and moon placement
[list=1][*]get your scene set up and make a quick render. [*]on the right just up from the bottom there is a cube that changes the veiw from render to wire frame to render/wireframe. Click that to the render/wire frame mode.[*]Open the sky tool bar and ctrl+alt double click on the sun ball.[*] ctrl+alt click in the scene and there the sun will be, you can practice moving it around like that. And then ctrl+alt shift with the same method and you can place the moon!.[/list=1]
Ok just to let you know.. I am going to use that gian sky in my next map... BUt I wont release it.. : ) Making training maps for my team.. : )
I think that is a sweet sky.. : )
CleverClothe I didn't make any fog for that I just threw the sky on a map with no mountains real fast so that the sunrise could be seen.
If any one would like to use the sky that the above screenies are of I will get the files to you. I tried to post them but I have a lot of trouble sending large files into the forum.
The map that I made it for has mountains in it that obscure the view too much so I likely wont be using it at all.
Once you have .PNG of the six degrees (up, down,front,back,left,right) then put them in base/textures/gazskies/
Now pop into your notepad and create your .DML file. One line at a time, put the names of your files in this. Try to get them in the correct order (listed above, or in this example ). This is lush_dark.dml found in lush.vl2:
Note: the bottom or DN (down) texture is often a tiny bitmap and rarely rendered. You can keep ice/skies/dark_bottom in your .dml.
Now, based on the template above exchange your directory and filename for theirs. Using /gazskies/ the format might be like this: gazskies/mysky_r You can leave the clouds as is until you find ones you like better.
Save this as gazs1stsky.dml in the /textures/ directory.
Get into your .mis file and under "sky" you'll see another .dml file. Put "gazs1stsky.dml" in there. And tada! that's it.