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Red Faction : [RED] Editing : Need Help with skybox [Red editor] |
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KERPAL |
Posted 5th May 2005 2:16am |  |
L4Y Member Post 0 / 1353
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I need help. I am having problems texturing a perfect skybox. |
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dankone |
Posted 5th May 2005 3:17am |
L4Y Member Post 0 / 404
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Quoting KERPAL | I need help. I am having problems texturing a perfect skybox. |
basically, you need to use the UVunwrap feature. select your face, then apply your texture and applymap. then with the face still selected, click the uvunwrap button. at the top left youll have to set it to move 1pixel at a time. i also find it helps in the beginning if you check the show tiled box when doing this. it gives you a good line to base your end of texture off of. other than that, id suggest moving an entire line at a time.(not just one corner at a time. this can make for an unbalanced texture.) trial and error is the key. just keep doing it untill you dont see any seems. eventually youll get it. oh yeah, it helps if you select render everything from the views menu dropdown. once you do create the perfect skybox, id recommend saving it as a group for later use that way in the future, all you have to do is place a different texture on each face. 
GL
A1 out |
mymapsfeel free to download and review |
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DVL_IAC |
Posted 5th May 2005 3:30am |  |
L4Y Member Post 0 / 1417
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or you can just d/l a skybox, that includes a group file, from this site then just apply new textures to it so u dont have to uv unwrap it ur self |
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dankone |
Posted 5th May 2005 3:20pm |
L4Y Member Post 0 / 404
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but then he learns nothing. |
mymapsfeel free to download and review |
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mad_ferrit |
Posted 5th May 2005 4:22pm |
L4Y Member Post 0 / 1510
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Plus I have found some of the groups to be UV unwrapped in such a way that you can still see the lines on the edges of each face. A very irritating thing is that! |
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ExoStatic |
Posted 5th May 2005 4:34pm |
L4Y Member Post 0 / 875
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Bugger learning 
Even I don't know how to make a perfect skybox. I just plop in a skydome, as in DVL_IAC's post, and they look schweet as @$$.. hehehe.
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Back in RF... getting back into the swing of things! |
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mad_ferrit |
Posted 5th May 2005 6:16pm |
L4Y Member Post 0 / 1510
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Most maps can be significantly improved with a decent custom skybox. I agree the dome looks good too, but a tad overused.
SkyBox Help
1.Make an airbox 4x4x4 outside your level, and build.
2. Go into texture mode and find one of the 6 skybox textures. I usually start with the front texture.
3. Apply and Apply Map on one face.
4. With that face still selected go into UV Unwrap and in the lowest grid size (1) Uv unwrap it as best you can.
Remember: The face is a square so always move 2 UV vertex points together laterally. You do not want to change any of the internal angles in UV unwrap or your texture will wobble
5. It might be necessary to move each edge in by 1 or 2 pixels in order to eliminate the chance of having lines running down the edges of your skybox. It may mean that it doesn\\\'t absolutely 100% perfectly line up, but it is a damn site better than the dreaded lines.
6. OK, back in your Free Look, select the face that you have UV Unwrapped and hit Ctrl+C to copy it\\\'s dimensions.
7. Then press Shift+S to select all sides of your skyox and press Ctrl+V, but do not hit apply!!! Instead simply press Space Bar to Build 
8. You will notice that the default grey texture is now UV Unwrapped on all the other sides 
9. Select the opposite face, if you chose to UV Unwrap the \\\'fron\\\' face first, and choose the \\\'back\\\' sky texture and simply hit Apply.
10. Go round the other faces doing the same. Sometimes the top and bottom faces need to be rotated but that can easily be done in the Free Look camera with R+Left/Right Cursor, 6 times for a 90 degree rotation and 12 times for 180 degrees.
11. Finally go into Object Mode add a Room Effect into the skybox. In the properties of the Room Effect (Ctrl+P when it is selected) simply change the Room Effect Type to Sky Room
12. Build and save and finally enjoy 
Note: If you need to view the skybox textures once again to edit their UV properties, instead of taking the Room Effect out and building, goto View >>>Render Everything 
Another note: try to emulate the natural lighting from the skybox. If there\\\'s an orange sunset sun for example, add a large Circular Spotlight light with a huge range, large drop-off from the direction of the sun. You will have to play with the intensity but I\\\'d recommend going as low as possible on this, you can always add a large, low intensity white or grey Omnidirectional Light in the centre of your level to give you added light to the areas the \\\'sunlight\\\' doesn\\\'t reach 
Have fun, sounds a lot but is very easy when you\\\'ve done your first one!!! 
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KERPAL |
Posted 5th May 2005 11:21pm |  |
L4Y Member Post 0 / 1353
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Thank you that helped alot! |
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Johnny_Suave |
Posted 5th May 2005 11:43pm |
L4Y Member Post 0 / 1154
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Quoting the Ferrit | Sometimes the top and bottom faces need to be rotated but that can easily be done in the Free Look camera with R+Left/Right Cursor, 6 times for a 90 degree rotation and 12 times for 180 degrees. |
What if his rotate scale is set to something besides 15 degrees? If he just pressed the button however many times, his textures would still be outta whack. |
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mad_ferrit |
Posted 8th May 2005 5:30pm |
L4Y Member Post 0 / 1510
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Quoting Johnny_Suave | Quoting the Ferrit | Sometimes the top and bottom faces need to be rotated but that can easily be done in the Free Look camera with R+Left/Right Cursor, 6 times for a 90 degree rotation and 12 times for 180 degrees. |
What if his rotate scale is set to something besides 15 degrees? If he just pressed the button however many times, his textures would still be outta whack. |
Yeah of course. I wrote that little tutorial based on the assumption that all his settings were default 
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