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History: Bryce Skyboxes
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Source of version: 2
(current)
This short tutorial explains how to create skyboxes for Ogre using Bryce 5.5. Read over this tutorial here, specifically the section about skyboxes in Bryce: [http://www.gamasutra.com/features/19981023/bell_01.htm] In the table where it describes the degrees for each view, use these values instead of those in the article (only the UP value is changed). Enter the first values, then render the scene by clicking the Render button, then choose ''File->Save Image As'' and name the file appropriately as described below. Feel free to save it out as ''.jpg'' instead of ''.bmp'' but remember that ''.jpg'' is a lossy compression format and I prefer saving it as ''.bmp'' and then using Photoshop to re-save it as ''.jpg'' so I have finer control of the compression settings. || View | File Name | X | Y | Z Front | MySky_FR.bmp | 0 | 180 | Â 0 Â Left | MySky_LF.bmp | 0 | 90 | 0 Back | MySky_BK.bmp | 0 | 0 | 0 Right | MySky_RT.bmp | 0 | -90 | 0 Up | MySky_UP.bmp | -90 | 180 | 0 Down | MySky_DN.bmp | 90 | 90 | 0||Create a new ''.material'' text file in the Materials folder under ''Samples\Media\Materials'' and paste the following: {CODE(wrap="1")}material MySky { technique { pass { lighting off depth_write off texture_unit { cubic_texture MySky.bmp separateUV tex_address_mode clamp } } } }{CODE} In code, call the following: {CODE(wrap="1", colors="c++")}mSceneMgr->setSkyBox(true, "MySky");{CODE} __Advanced:__ Calculate real sun ((-Azimuth)) and ((-Altitude)) values and enter them into Sky Lab using the following tool: [http://www.geocities.com/senol_gulgonul/sun/]
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