Sky Problems

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Sky Problems

Postby ardent red » Fri Jun 13, 2008 7:36 pm

Hey all,

My skydome doesn't work in Uru, and I have no idea why. It shows up properly in Blender, with textures and everything, but is completely black in Uru- there's no change at all from the sky without the dome.

The sphere has the textures applied with the UV button on, normals have been reversed (pointing inwards now), bounds: static triangle mesh, and there are three sun lamps in Blender. I could post a screenshot of the blender setup if required.

Thanks,

ardent red
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Re: Sky Problems

Postby Grogyan » Fri Jun 13, 2008 8:15 pm

I noticed the same with my shell, after overhauling everything to conform to a new prefix standard.

I'm blaming it so far on plugin in SVN, but as of yet i'm not going to make suppositions until I have finished the overhaul
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Re: Sky Problems

Postby Aloys » Fri Jun 13, 2008 9:01 pm

If your dome is very large (much larger than the Age) it could be a lighting problem. Depending on what kind of light you have your dome could be too large and the lights might not reach it. Make sure that in your sky material the 'Amb' slider is set to 1 and that the 'shadeless' button is activated. This will make sure that your material is 'full bright'.
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Re: Sky Problems

Postby ardent red » Sat Jun 14, 2008 1:45 am

I followed your suggestions Aloys, and there is good news and bad news. Good news: I can see the dome :) ! And the bad news? The texture does not show up- the dome is just a white hemisphere, floating in space. I checked the blender setup, and the dome is UV mapped. The image texture applied to the dome has the following settings applied:

On the map input panel: UV, Flat
On the map to panel: Col
On the map image (texture tab) panel: Interpol, UseAlpha, Still

Oh, and the normals for the dome point inwards.

Does anyone have ideas on how to make the texture appear in-game?
Last edited by ardent red on Sat Jun 14, 2008 1:45 pm, edited 1 time in total.
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Re: Sky Problems

Postby D'Lanor » Sat Jun 14, 2008 4:12 am

ardent red wrote:Oh, and the normals for the dome point inwards. Do you have any ideas on how to fix this problem?

This is correct for a skydome since you will be viewing it from the inside.
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Re: Sky Problems

Postby Marcello » Sat Jun 14, 2008 4:22 am

Don't use lights to light the dome but make it shadeless. A dome is generealy to big to light with light resulting in uneven lighting.
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Re: Sky Problems

Postby ardent red » Sat Jun 14, 2008 1:44 pm

Oh, and the normals for the dome point inwards. Do you have any ideas on how to fix this problem?

This is correct for a skydome since you will be viewing it from the inside.


Heh, I worded that wrongly- I know that the normals need to point inwards, but I was asking if anyone knew how to make the texture appear on the dome, like it does in blender. I'd better go edit my previous post. Thanks for the help anyway, D'Lanor!
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Re: Sky Problems

Postby Jojon » Sat Jun 14, 2008 3:06 pm

It could be that it is lost in the fog - check "NoMist" for the material, right there in the same group as Shadeless, which you ticked earlier and make sure that the yonder render limit is actually farther out than your skydome radius (text editor/"init" file).

I assume you actually have the image "loaded" there in the Buttons/Shading/Texture/Image panel.
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Re: Sky Problems

Postby ardent red » Sat Jun 14, 2008 3:42 pm

Even with the NoMist and correct fog settings applied in init, the dome appears untextured. Does anyone have a working skydome model which I could retexture? I have a feeling that reusing one that is known to work might be the easiest way to have a sky.
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Re: Sky Problems

Postby andylegate » Sat Jun 14, 2008 4:28 pm

Did you actually apply the texture? I don't mean just UV Mapped an image, but also apply a texture for it?
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