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How to create a sky in a seamless world?

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Help!If my world is seamless,in other words,my world has a lot of maps.Maybe i would load 9 or more maps at one time.How to create a sky and make it seamless ?Do each map have a skybox or adjust the skybox when player move? I'm not sure...

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The way I would go about making a skybox, is render a small box around the camera, with the skybox texture, then render everything else, so everything gets renderd after the skybox, making the skybox only appear in the places where objects ar'nt being renderd. This would be a simple solution to your problem. depth testing would have to be disabled, ect. Or render the box around your camera, but do it last, and make it as far as possible from the camera, eg. have it render the length equal to the far plane.

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One thing I've tested successfuly was having different skyboxes for different areas of the world and then blending the two when transitioning between areas. I did simple fade-in/fade-out using common alpha blending, and it worked quite nicely.

Hope that helps.


[]s,
M.

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Quote:
Original post by Ng
One thing I've tested successfuly was having different skyboxes for different areas of the world and then blending the two when transitioning between areas. I did simple fade-in/fade-out using common alpha blending, and it worked quite nicely.

Hope that helps.


[]s,
M.


Thanks for your advice!But my map each is quite small,maybe a area would has 10 more ,how do i use a skybox cover these mini maps at the same time?

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Original post by Funkymunky
i am unsure of your question. Do you want the skybox to show the distant portions (the peaks on the other maps)?

No,i just want the skybox to cover our whole world that player could see,that is what i'm confused..

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The meathod i first described would be perfect for you want ._.


Edit:

Actually either of the meathods i described would work :

Edit (2):

I would never use a sky box that covers maps for a game that requires multipul maps to be rendered at once. Using one of my 2 methods, makes the maps NOT require sky box's and is very easy to create. It will make the transitions from map to map, completely SEEM LESS, because the sky box updates its position corresponding to the cameras position. Its up to you, either try a more complex way of making a sky box, or use a simple brute force method that is easy to make, and works perfect.

[Edited by - Ex777 on September 14, 2006 12:46:14 AM]

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Original post by Ex777
The meathod i first described would be perfect for you want ._.


Edit:

Actually either of the meathods i described would work :\


Thank for your reply!As you know,i cut my map into several mini map pieces for fast loading.Usually,we would place a skybox on a map A,then the skybox will cover this map and work well.Now i load 9 maps included map A at one time,could the sky can cover the others when player see sky on the other maps?

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Quote:
Original post by Ex777
The meathod i first described would be perfect for you want ._.


Edit:

Actually either of the meathods i described would work :

Edit (2):

I would never use a sky box that covers maps for a game that requires multipul maps to be rendered at once. Using one of my 2 methods, makes the maps NOT require sky box's and is very easy to create. It will make the transitions from map to map, completely SEEM LESS, because the sky box updates its position corresponding to the cameras position. Its up to you, either try a more complex way of making a sky box, or use a simple brute force method that is easy to make, and works perfect.


Thanks ,i will try !

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Quote:
Original post by Unikorn_1982
Quote:
Original post by Ex777
The meathod i first described would be perfect for you want ._.


Edit:

Actually either of the meathods i described would work :\


Thank for your reply!As you know,i cut my map into several mini map pieces for fast loading.Usually,we would place a skybox on a map A,then the skybox will cover this map and work well.Now i load 9 maps included map A at one time,could the sky can cover the others when player see sky on the other maps?


Doing the first method, you would render the sky box around the player with depth testing disabled, then render the map(s), and the map's would be rendered over the parts of the sky box that originally would have occluded the maps, leaving you with the parts of the sky box, that had nothing rendered over them, and the maps with a sky above them. Or, using the second method, the maps would be rendered normally, and the sky box would be rendered as far away as possible (but still moving with the player). So you would create a box, center it around the cameras origin, and push the box outward to were the far plane is set. So your maps get rendered, and the player sees a sky. Bolth completely seamless, search around the net for some tutorials on basic sky box's, I garantee you can find one explaining these methods (at the very least the second method). I believe there are some examples in the DX sdk using a sky box like the one I explained.

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