What you will need
- Terragen
http://www.planetside.co.uk/terragen/wi
dwin.shtml
- Terragen render script
- Blender 2.56
Using Terragen
First part of the tutorial is taken from :
http://forums.virgal.net/faq-creation-m
rragen.htm
However it's in french so im gonna translate (if we can call this a translation =p)
1) Launch terragen -> customise & generate your terrain -> use the preview button
2) In the rendering window :
- Uncheck "Fixed height above surface"
- Pick the best possible quality
- Choose 512*512 as image size
3) Open Notepad, copy/paste the script and save it as skyboxscript.tgs
initanim "C:\sky", 1
; You can set another path.
; The last part (here : "sky") is the prefix
; to name your files, and the first part
; (here : "C:\") show where you gonna save the files
;_ft
Zoom 1.0
CamH 0
CamP 0
CamB 0
frend
;_lf
Zoom 1.0
CamH 90
CamP 0
CamB 0
frend
;_up
Zoom 1.0
CamH 270
CamP 90
CamB 0
frend
;_bk
Zoom 1.0
CamH 180
CamP 0
CamB 0
frend
;_rt
Zoom 1.0
CamH 270
CamP 0
CamB 0
frend
;_dn
Zoom 1.0
CamH 270
CamP -90
CamB 0
frend
4) In terragen, click on terragen menu at the top, then "Execute script" -> select your skyboxscript.tgs
5) Once rendering is complete, open the path where you saved, and here are your 6 BMP files -> you can convert them as JPG if you want
6) Ur done!
NOTE: Take a look at the script,
Below each camera rotations there is a
;_ft (= Front)
;_lf (= Left)
;_up (= Up)
;_bk (= Back)
;_rt (= Right)
;_dn (= Down)
This is the order of your rendered images
so when you done rendering, rename them using these names so you know
what your images are.
Using Blender
If you want a little shortcut, here's a .blend file with a prepared box:
(Including Skybox.blend1 and Skybox.blend2 i dont know if they are needed to start Skybox.blend)
http://dl.dropbox.com/u/19970067/Blender/Skybox.rar
Or if it works just with just skybox.blend file :
http://dl.dropbox.com/u/19970067/Blender/Skybox.blend
And as example the 6 images i used for this tuto (2.577ko) :
http://dl.dropbox.com/u/19970067/Skyboxes/Images.rar
What i did there :
- Splitted all 6 cube faces
- Unwraped them
- Applied a material on each face, Set material "Emit" at (1.11). (thanks anael)
- Applied texture & bind UV coordinates (you just have to open your images now)
- Named faces, materials and textures UP, DOWN, LEFT, RIGHT, FRONT, BACK
- Moved each face by 0.004 / -0.004 on the correct x/y/z so the edges of the cube aren't visible
(there was a very small space at each cube edge that was visible, so like this its ok)
From here you have to:
- Load a texture on each cube face
- Set texture for each face on UV map window (Edit mode)
- Change viewport to "Textured" (its hard to select faces when you are in texture viewport with no texture applied)
- Once all faces are textured, select face one by one and apply on each of them :
1) In Object mode -> Select a face
2) Press TAB to enter Edit mode -> in Tool shelt, under "normals" tab, press "Flip direction"
(Texture will be displayed inside of the cube instead of outside)
(In the UV menu (EDIT MODE only) use UV -> Mirror -> X Axis or Y axis if the texture isn't displayed correctly)
3) Press TAB again (to go back in Objet mode) and repeat the 1-2 steps for each cube face
- Once it's done, press "A" (select all) then export as maratis mesh (you dont have to join faces)
This is how it must look when ur done :
Outside box
Inside box
In maratis
anael wrote:Import the mesh in Maratis, go to the behavior tab and add a "Follow" behavior. Set the camera name as the target, set delay to 0. Scale the skybox to fit the clipping max of the camera. The skybox will follow the camera position but will not rotate with it, so it's the definition of a skybox
I'm not saying that's the best way to make a skybox but it worked for me and that was quite fast & easy,
so it should work for you too.
And take note you can change settings in Terragen to make completely differents atmospheres
If you find this tuto not clear enough / possible error / better way to do it / way to improve, just tell !
And thanks anael for showing me the way !
Results :
NOTE: in maratis, try changing the camera FOV and see the results