Skyboxes
by arteria3d · in Torque Game Engine · 11/04/2004 (4:31 pm) · 8 replies
Rather than using the skies in torque what i have seen in the demos etc, how would i actually load my own skybox in x.file. I presume i would have to convert it first. But can someone just guide me through from start to end how i would do this - then is it possible to overlay my skybox with the moving clouds?
Cheers,
Stevie (yertari)
Cheers,
Stevie (yertari)
About the author
Owner of uk based Ltd company ArteriaMediaLtd. with a trading name of Arteria3d Website;arteria3d.com
#2
11/06/2004 (1:49 pm)
I think you have to use the current skybox technique. Sorry, it is one of the parts of Torque that will probably have some type of manager and improvement sooner or later. Heck, maybe even an ingame editor. Who knows...
#3
11/06/2004 (2:49 pm)
Could i not just load in my converted x.file skybox and position it?
#4
11/06/2004 (3:24 pm)
No, it only reads dml files, which I dunno how you edit. maybe just opening in a txt file.
#5
11/06/2004 (4:09 pm)
The Sky object in Torque right now just renders a skybox with some clouds and fogging. If you want to load an actual model, then you're probably going to have to dig into the engine code a bit. It wouldn't be a hard change for someone who understood Torque, just not one that's been salient for anybody yet.
#6
11/07/2004 (5:47 am)
Is it not just the case of changing the images? to the ones i have in my .x file skybox - would it not be the same?
#7
11/07/2004 (7:36 am)
Load your .x file into your rendering package,setup your camera and rendering settings, and render out your skyboxes. Then add them in the standard way. Viola! You have a working skybox (depending on your rendering settings).
#8
11/07/2004 (10:50 am)
If your .x file just has a cube with some images, then yes, you could just load the images into the Torque skybox. The skybox references a DML file which is a text file listing the images which belong on the skybox.
Torque 3D Owner arteria3d