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Washed out skyboxes #342185
09/24/10 14:01
09/24/10 14:01
Joined: Sep 2010
Posts: 42
NS, Canada
gSet Offline OP
Newbie
gSet  Offline OP
Newbie

Joined: Sep 2010
Posts: 42
NS, Canada
Hey, so I've been fiddling with making a skybox, and I've been using Terragen 2 and everything seems to work quite nicely. My question is - As nice as the image looks, when used in the engine there seems to be a significant decrease in contrast making the whole sky look very grey. Are there any rendering options I can play with to change the way my skybox looks? It's also a little blurry but I think this is just a matter of resolution so I'm going to make a nicer one later wink

Edit: Pardon me, skycube.

Last edited by gSet; 09/24/10 14:02.

"If it's true what you say to me, that the whole world will mourn his death - If the whole world will weep, I will give him back his breath."
Re: Washed out skyboxes [Re: gSet] #342187
09/24/10 14:31
09/24/10 14:31
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
Senior Expert
Pappenheimer  Offline
Senior Expert

Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Did you call the sky by some code lines like in the manual, or did you assign it in WED?

http://www.conitec.net/beta/asky_cube.htm

ENTITY* mountain_cube =
{
type = "mountains+6.tga";
flags2 = SKY | CUBE | SHOW;
layer = 2;
z = 30; // move 30 pixels upwards
}

Re: Washed out skyboxes [Re: Pappenheimer] #342188
09/24/10 14:40
09/24/10 14:40
Joined: Sep 2010
Posts: 42
NS, Canada
gSet Offline OP
Newbie
gSet  Offline OP
Newbie

Joined: Sep 2010
Posts: 42
NS, Canada
Ah, great - I had assigned it in WED but I prefer doing it by code so this works. Any ideas on how I can improve the loss of contrast this way?


"If it's true what you say to me, that the whole world will mourn his death - If the whole world will weep, I will give him back his breath."
Re: Washed out skyboxes [Re: gSet] #342193
09/24/10 15:43
09/24/10 15:43
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
Senior Expert
Pappenheimer  Offline
Senior Expert

Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Just made a test with this:


ENTITY* mountain_cube =
{
type = "skycube+6.dds";
flags2 = SKY | CUBE | SHOW;
}
function main()
{
level_load("");
}

There is no loss of contrast, but the pixels are interpolated - like any texture pixel in the engine.

Re: Washed out skyboxes [Re: Pappenheimer] #342194
09/24/10 15:46
09/24/10 15:46
Joined: Sep 2010
Posts: 42
NS, Canada
gSet Offline OP
Newbie
gSet  Offline OP
Newbie

Joined: Sep 2010
Posts: 42
NS, Canada
Well that's no surprise about the interpolation, but I guess my question would be do I have the ability to modify rendering options for the sky?


"If it's true what you say to me, that the whole world will mourn his death - If the whole world will weep, I will give him back his breath."
Re: Washed out skyboxes [Re: gSet] #342198
09/24/10 16:19
09/24/10 16:19
Joined: Apr 2010
Posts: 172
W
wdlmaster Offline
Member
wdlmaster  Offline
Member
W

Joined: Apr 2010
Posts: 172
use the red, green and blue parameters of the sky entity and/or attach the mat_unlit material to it.


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