Skyboxes by me...

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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BlackFish
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Post by BlackFish »

Perhaps making 3d buildings and then taking screenshots could help make a skybox. :o
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Lexus Alyus
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Post by Lexus Alyus »

I beleive that that is the way the pro's do it. Take Q2's skies for example, which are quite easy to import into GZDoom now ;).
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Enjay
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Post by Enjay »

Yah! I've imported some of the Q2 skyboxes into Zdoom. I posted a pic of the space one in the screenshots thread.

As for making 3D buildings and screenshots - well, 3D modelling is not a strong point of mine. I've tried a variety of programs and my results are always lacking. Even the simple blocks required to make city buildings would take far more time and effort than the poor result I would ultimately produce would be worth. :(
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Nash
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Post by Nash »

How about some Hellish skyboxes? That would rule.
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Shinjanji
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Post by Shinjanji »

Note to self: Get SkyPaint again, for adding postwork to skyboxes
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Nash
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Post by Nash »

Whoa, now that's a nice app!

I'm having trouble figuring out how to paste existing art into the skybox though.

I'm attempting to make a hellish skybox, using one of those evil-face-on-wall-thingy textures in Doom 2. I can paste the thing in front view, but when I rotate the views, it's already distorted. :/
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Shinjanji
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Post by Shinjanji »

yah, that's the only problem with this program... it tends to distort your images as you rotate around... I recommend working in a much higher resolution than your final, so that the distortions won't be so noticeable.
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