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skycube does'nt work with DDS files #116336
03/10/07 15:57
03/10/07 15:57
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HeelX Offline OP
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Maybe its a problem with liteC (I work currently only with it), but I dont get a proper skycube with a DDS file. I first used a tga file, it worked and then I converted it to DDS, just the suffix changed. The skycube looks a bit weird: the mapping is wrong. I hope you can fix it, because skycubes are predestined for DDS files: or do you suggest to take a 1024x6144 bmp/pcx/tga file instead? What a waste of videomemory.

Cheers,
Christian

Last edited by HeelX; 03/10/07 15:57.
Re: skycube does'nt work with DDS files [Re: HeelX] #116337
03/10/07 16:37
03/10/07 16:37
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fogman Offline
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Take a look at this thread, where jcl has answered already to that question:
http://www.coniserver.net/ubbthreads/sho...true#Post718338

You could use jpeg. Here is an example:
http://www.coniserver.net/ubbthreads/sho...true#Post647525

I know, compared to dds itīs not really a workaround. At least you would save some disk space.


no science involved
Re: skycube does'nt work with DDS files [Re: fogman] #116338
03/10/07 16:48
03/10/07 16:48
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HeelX Offline OP
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Okay, I estimated that. Thanks, I didnt came across that.

[EDIT]

JCL stated that this is caused that you cant split DDS files. Would it be technically possible to directly load the chunks from file? So that I would save instead of a 6:1 file this and the engine would load the pre-cutted chunks basing on a specific format? For instance:

sky_cube+6_0.dds
sky_cube+6_1.dds
sky_cube+6_2.dds
sky_cube+6_3.dds
sky_cube+6_4.dds
sky_cube+6_5.dds

Last edited by HeelX; 03/10/07 16:53.
Re: skycube does'nt work with DDS files [Re: HeelX] #116339
03/18/07 11:40
03/18/07 11:40
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bstudio Offline
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Couldn't you just take the width of the image and divide it into even chunks ingame? This may require a plugin, but i recon it should be possible. Don't know if there are any image libraries which will support this though


BASIC programmers never die, they GOSUB and don't RETURN.
Re: skycube does'nt work with DDS files [Re: bstudio] #116340
03/18/07 12:22
03/18/07 12:22
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HeelX Offline OP
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The funny thing is that other engines allow skycubes made with DDS files. Dunno how, but it works.

Re: skycube does'nt work with DDS files [Re: HeelX] #116341
03/18/07 12:34
03/18/07 12:34
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bstudio Offline
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Why wouldn't it work, what differences a .DDS file from a .PCX or .TGA


BASIC programmers never die, they GOSUB and don't RETURN.
Re: skycube does'nt work with DDS files [Re: bstudio] #116342
03/18/07 13:10
03/18/07 13:10
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HeelX Offline OP
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From the manual:

Quote:

Due to their compressed content, DDS bitmaps can not be altered by image manipulation functions (like pixel_to_bmap), can not be used for textures that contain several separate images (like animated sprites or sky cubes), and are not displayed by the older GXL libraries in the WED and MED editors.




That is why I suggested to accept a series of DDS files with a certain file naming convention.

Re: skycube does'nt work with DDS files [Re: HeelX] #116343
03/18/07 13:55
03/18/07 13:55
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bstudio Offline
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ah, well that explains a lot. Too bad though DDS bitmaps where really handy


BASIC programmers never die, they GOSUB and don't RETURN.
Re: skycube does'nt work with DDS files [Re: bstudio] #116344
03/18/07 14:42
03/18/07 14:42
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fogman Offline
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I havenīt tested it, maybe it works:

bmap_load(bmap_for_entity(skycube,1),"images\\skycube_00_0.dds",0);
bmap_load(bmap_for_entity(skycube,2),"images\\skycube_00_1.dds",0);
bmap_load(bmap_for_entity(skycube,3),"images\\skycube_00_2.dds",0);
bmap_load(bmap_for_entity(skycube,4),"images\\skycube_00_3.dds",0);
bmap_load(bmap_for_entity(skycube,5),"images\\skycube_00_5.dds",0);
bmap_load(bmap_for_entity(skycube,6),"images\\skycube_00_4.dds",0);

Ichiro did that with jpeg - it should work with dds, too.


no science involved
Re: skycube does'nt work with DDS files [Re: fogman] #116345
03/18/07 16:15
03/18/07 16:15
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HeelX Offline OP
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O.o interesting.

I will try it out as soon as possible.

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