I'm working on a 3D space shooter with XNA 4.0 and have downloaded a temporary skybox(actually a sphere) with texture which I would like to replace with another scene.
So I finished creating the cube map with the photoshop CS3 Nvidia dds plugin and exported as a cubemap (other settings default) and, while I can import the texture and it displays well, no seams etc, I was forced to scale down to a size below 4096 for use with XNA.
However this results in the skybox feeling very "close" to the scene due to the smaller texture size compared to the original.
After checking the dimensions of the original texture in photoshop (even though it only displays a black background?) it seems to be a 9000 x 1500 texture size and the file size is just over 100 Mb!
My own texture is a paltry 3072 x 512 with a file size of about 1 Mb by comparison.
So my question is are there some export settings I am ignoring? Or, why exactly does XNA turn it's nose up at my own texture when it is over 4096 and not another?
I have checked the content importer and processor settings for each texture and they appear the same so is there something I'm missing?
If anyone can shed some light I would be much obliged.