Game Development Community

Sky & background

by Dewaldt · in Torque Game Engine · 05/21/2011 (4:37 am) · 11 replies

I'm going to explain what i'm trying to do :)

In Torque editor > Editors > Scene tree > Scene. That opens all your information "regard" your objects etc.

Skybox > Inspector > all information are displaying. Now i go to > Skybox > open up the icon that you can select all you (PNG / JPEG files as a sky or background) Aka "Material Selector"

I select (the blankskymat as a blue base)

Then i go to > Libary > level > Environment > Basic clouds. That gives a cloud layer over the blankskymat to give it like a real skycloud effect.

That is it, i know how that works. My issue is the background & in your editor if all those above steps has been done you see the sky & clouds but i would love to have a hill background or such!

If your for (Example in a FPS mode) you notice the sky is prefect but then you aslo se a round shape solid blue sirkel - I want to placed a hill background there, but some way i can't seem to get it right?

Please look at this picture & help me out :D


dl.dropbox.com/u/3094907/Garage%20Games/Test.JPG

#1
05/21/2011 (4:59 am)
>Edit<

Got it right ... But how do you lock to sky so it doesn't move along the camera??
#2
05/21/2011 (5:17 am)
Did you place an object? The best way it to make your mountain out of your terrain. That does 2 things.
1. Keeps the player within the play zone. (if the mountain is steep enough)
2. Gives you the look you are after.

Some people have added their mountains to the bottom of the sky pics.
#3
05/21/2011 (7:18 am)
@ Mike: Thats what i'm trying to do :D i want to add my mountain background to the bottom of the sky :D

How can i do that?
#4
05/21/2011 (10:40 am)
you could add it to the skybox texture as in just draw a mountain on the texture in photoshop

or check out this site for some nice free skyboxes http://www.3delyvisions.com/skf1.htm
#5
05/21/2011 (11:10 am)
Any 'background' not part of the terrain will be part of (needs to be drawn on) the skybox texture(s)... if you use skyboxes.
#6
05/21/2011 (11:13 am)
There is no magic background setting for hills and such - the closest approximation would be setting the canvas clear color to closely match that of the terrain.
#7
05/22/2011 (12:58 am)
@ X_ming_X: I got some nice FREE skyboxes at those site you provide, but i can't seem to get them in my torque demo?

Where did you place your folder? it must be within your Torque project folder, i did place mine in sky, but yeah can't see it in editor
#8
05/22/2011 (1:43 am)
Did you create a material that uses the new sky textures?
#9
05/22/2011 (2:53 am)
@ Michael: ok not use to it, how do you do that?

thanks
#10
05/22/2011 (9:50 am)
I believe that there is a tutorial in the Documentation that goes over how to create a sky box cubemap material. But basically you have to add a new material that lists each texture of your skybox:
singleton CubemapData(NewSkyCubemap)
{
   cubeFace[0] = "./skyTex_1";
   cubeFace[1] = "./skyTex_2";
   cubeFace[2] = "./skyTex_3";
   cubeFace[3] = "./skyTex_4";
   cubeFace[4] = "./skyTex_5";
   cubeFace[5] = "./skyTex_6";
};

singleton Material(NewSkyMat)
{
   cubemap = NewSkyCubemap;
};
The NewSkyMat (or whatever you name yours) material is what the editor sees and allows you to assign as the material for your SkyBox object. The NewSkyCubemap is the data that the NewSkyMat material uses to construct the skybox faces.
#11
05/22/2011 (10:50 am)
Got it :D thanks a million :D