Mswf's sky assets

Releasing the source files for your mod or map? Post em' here. (Applies to both SWBF1 & SWBF2)

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mswf
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Mswf's sky assets

Post by mswf »

*UPDATE*

I made a new skydome geometry, with a new uv layout:
Image
The main thing about this model is is that it won't stretch your texture and that it won't have an ugly spot in the top part where all the parts meet.
Included in the download is a UV-layout and the texture you see in the video (not that good, but it gives an idea of how it'll look ingame)
Have fun using it:
SKYDOME


OLD:

I've made a small asset for Darth_spiderpig, and I thought that this could come in handy for other people as well.
Reskin at will, since that is kinda the purpose of this asset.
Explanation is in the readme: (it can also be found in the download)
Hidden/Spoiler:
[code]This is simple asset I made for Darthspiderpig.
It's a skydome object that will go all around the map. (360 degrees). Exactly half of the model is above ground level and the other half is under ground level. I made it like this because this is originally supposed to be in a space map. In ground maps, the lower part of the skin can also be given the same texture as the ground texture, which can help avoid the problem of the skyobject being too obvious.
The model has exactly 48 faces and I spend a lot of time making sure all of the sides in this model are flat. Because of this, the texture will not appear stretched ingame, unlike the stock counterpart of this mesh, which has rounded top and bottom parts.
Dimensions of the skin included is 4096 (width) by 512 (height) pixels. You can always scale it down to 2048 by 256 if you want to, but with the bigger resolution, you'll get a cleaner result.

I hope people can make good use of this assets. Use your imagination to think what you can do with this.


Included in this zip are:
-the skydome object called "asteroid_ring.msh"
-a mesh option file called "asteroid_ring.msh.option"
-a blank black .tga called "asteroid_ring.tga"
-the UV layout .tga called "asteroid_ring_uvlayout.tga"

Extra notes:
-Remember to load the .msh correctly in your map's .sky file. (look at the default maps for reference) Coordinates, rotations and scaling should all be at zero.
-This model has been hex-edited for transparancy (thanks to Maveritchell for his small tutorial on how to do this), so you can make parts transparant by adding an alpha-channel into your skin. If you don't know how to do this, search on gametoast how to do this; don't ask about it in the release thread because this procedure is explained in more than one tutorial.
-Because the UV's has some small intervalls, I've also included an UV layout of the this model.



Credits:
Blender people - for creating the awesome application that is blender
Blender "noob to pro" people - for creating a great open source book
Tipam - his .msh viewer through which I exported this model
Mswf (me) - creating the model
(if you use this asset, you can just credit me)[/code]
SKYOBJECT
Last edited by mswf on Sat Mar 20, 2010 8:12 am, edited 3 times in total.
Darth_Spiderpig
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Re: Flattened skydome ring

Post by Darth_Spiderpig »

And again some one spelled my name wrong. :P

As I said already at XFire, awesome model and very useful for a space map. :P
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impspy
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Re: Flattened skydome ring

Post by impspy »

Thanks mate, this will really come in handy :thumbs:
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Re: Flattened skydome ring

Post by Battlefiler »

nice work my friend :) :thumbs:
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Re: Flattened skydome ring

Post by Executer94 »

Sounds useful :D

Download
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sampip
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Re: Flattened skydome ring

Post by sampip »

Very good job - I was thinking of making something useful like this. Good job! :D
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EraOfDesann
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Re: Mswf's sky assets

Post by EraOfDesann »

I'll have to give this a try when I get home from work.
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