Starsphere from scratch
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cata123 wrote:
Use NebulaTwo instead of Nebula material type .NebulaTwo ?? Wow, what does that do? A Nebula with a texture visible from both sides?
Btw is there a list of known / usable material types? I wanna make a planet and use two-sided textures, and it was something like DcDtTwo, but I forgot the actual code (it was years ago). And besides, knowing all possibilities would be good thing!
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Here’s a list of all texture types courtesy of lancer solurus.
http://digitalbrilliance.com/modules.php?name=Forums&file=viewtopic&t=268
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Timmy51m wrote:
Here’s a list of all texture types courtesy of lancer solurus.http://digitalbrilliance.com/modules.php?name=Forums&file=viewtopic&t=268
Many thanks to you and to LS
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Here’s to you guys for helping, enjoy:
http://i113.photobucket.com/albums/n240/Alucard1_01/screen2-4.png
http://i113.photobucket.com/albums/n240/Alucard1_01/screen3-2.png
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Quick question, since I’m using a box shape, the edges are able to be seen. Is there a way to fix that? (the edges of the box) Here’s what I mean:
http://i113.photobucket.com/albums/n240/Alucard1_01/screen6-2.png
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Yea i had many headackes with the border texture on a starcube .
You have to edit the UV coordinates to increase or decrease a little the values (for example you make the textures with uv = 0.009000 and 0.000100 at start and end - sorry i can`t explain better).
I recommend to export your skybox cube model with milkshape 3D ascii and edit manually yorself.
All the trouble is because the textures are interpolating at edge and by their sum it results the white border. -
well maybe you understand from the image :
See in first image the textures are interpolating at edge creating the black stripe.
In the cubemap the texture is mapped exactly at is the mapping square .
Second image is the cubemap edge “fixed”. You see the textures are a little shorter so they don`t come one on another .
The texture is mapped smaller than the mapping square .
Hope this time is clear .