Skyboxes by me...

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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Shinjanji
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Skyboxes by me...

Post by Shinjanji »

I made a nice little sunset skybox for anyone who wants to use it. If you do use it, please give credit where it's due ;)

Screenshot:
Image

Download (Rapidshare link):
SM_SKY1.zip (1.91 MB)

I would have just saved it for use in a level, but I never finish the levels that I start :P
Last edited by Shinjanji on Sun Nov 13, 2005 20:03, edited 1 time in total.
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solarsnowfall
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Post by solarsnowfall »

B-E-A-utiful.
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Post by Soultaker »

Makes me want to put on a pot of coffee. 8)
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Bashe
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Post by Bashe »

Image AWESOME
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Graf Zahl
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Post by Graf Zahl »

Nice. Here's a hint: For large true color graphics it is normally best to store them as JPGs instead of PNGs. The loss of quality is normally not really noticable but they get significantly smaller that way.
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Shinjanji
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Post by Shinjanji »

Graf Zahl wrote:Here's a hint: For large true color graphics it is normally best to store them as JPGs instead of PNGs. The loss of quality is normally not really noticable but they get significantly smaller that way.
Noted. I forgot about DevIL.


In other news, I've made a quick little skybox that's just really foggy. It also cooperates decently when using line_horizon.

Screenshots:
Image
Image

Download (Rapidshare link):
SM_SKY2.zip (340KB)

EDIT: Hmm, seems as though it's not a bad replacement for the E1 sky either...
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BlazingPhoenix
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Post by BlazingPhoenix »

the sunset one hurts my eyes :( like the many times the sun reflected off a glass table >_<
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Graf Zahl
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Post by Graf Zahl »

Shinjanji wrote:(340KB)

Isn't it amazing how much Jpeg can save? ;)
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Shinjanji
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Post by Shinjanji »

Actaully, I really didn't want to use a compressed JPG... I don't like to have my end results corrupted (no matter how small the corruption) by limitations of a format... Shame though, because at the highest quality setting, the JPG files are still somewhat large. That, and I've heard that it compressed JPEG files go to shit when mipmaps are generated. However, a skybox wouldn't have this problem...


Of course, all these filesize issues wouldn't be quite so bad if we were able to keep them in a compressed archive of some sort. (since WAD files don't compress)
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Paul
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Post by Paul »

The foggy skybox is very pretty :) Make some screenshots of Darkmere with it :D
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Graf Zahl
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Post by Graf Zahl »

Shinjanji wrote: Of course, all these filesize issues wouldn't be quite so bad if we were able to keep them in a compressed archive of some sort. (since WAD files don't compress)

Actually, they still would. Both PNG and JPG are already compressed as much as possible. Using a compressed container format wouldn't help much with such formats. But with a 512x512 picture the JPEG artifacts shouldn't be an issue. Many games store their entire textures with a few exceptions as JPEGs and get away with it.
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Tormentor667
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Post by Tormentor667 »

I'd like to see more "unreal and abstract" skybox pictures instead of all these standard pictures :(
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Graf Zahl
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Post by Graf Zahl »

Terragen is such a neat tool to create them and that's why you see so many of them. ;)
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wildweasel
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Post by wildweasel »

For anybody who is good at making skyboxes:

Image

Can somebody put together a similar-looking skybox? (Those interested: I put this picture together with Terragen and Photoshop, with some google-image-searched pictures of the Aurora Borealis.)
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Enjay
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Post by Enjay »

These skies, especially the foggy one, are very nice indeed. Now, make some city scapes and I'll be really happy. ;) (I'm guessing a program called Terragen makes terrain rather than buildings though.)
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