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UV mapped skycube #436659
01/30/14 19:48
01/30/14 19:48
Joined: Jul 2013
Posts: 158
F
Feindbild Offline OP
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Feindbild  Offline OP
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Joined: Jul 2013
Posts: 158
Kinda simple request:
since the standard 3DGS skycube can't be rotatet/transformed at runtime, it would be superb if someone here who is handy in modelling software could make a simple 6 sided cube, which is UV-mapped in a way that we could simply assign our existing skycube images as a skin and go from there.
basically the 6 sides placed seamlessly next to each other on the texture.
This should be a small but very useful asset for all 3DGS users...

Re: UV mapped skycube [Re: Feindbild] #436668
01/30/14 20:56
01/30/14 20:56
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
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sivan  Offline
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Joined: Mar 2011
Posts: 3,150
Budapest
you can find one in my little MapBuilder package. and maybe in Mystimoods too.


Free world editor for 3D Gamestudio: MapBuilder Editor
Re: UV mapped skycube [Re: sivan] #436669
01/30/14 21:13
01/30/14 21:13
Joined: Jul 2013
Posts: 158
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Feindbild Offline OP
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Feindbild  Offline OP
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Joined: Jul 2013
Posts: 158
Oh my god... you have no idea how happy I am right now!! Thank you sivan!!!! :))

Re: UV mapped skycube [Re: Feindbild] #436682
01/31/14 07:41
01/31/14 07:41
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
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sivan  Offline
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Joined: Mar 2011
Posts: 3,150
Budapest
not at all. I remember now, the mystimoods one is wrongly mapped, my one is the correct.


Free world editor for 3D Gamestudio: MapBuilder Editor
Re: UV mapped skycube [Re: sivan] #437398
02/15/14 16:16
02/15/14 16:16
Joined: Jul 2013
Posts: 158
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Feindbild Offline OP
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Feindbild  Offline OP
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Joined: Jul 2013
Posts: 158
Are there some shader tricks or configuration tweaks I could utilize to get the model to behave more like a real skycube? The edges are still too visible for my taste.


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