Textures

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Comments

  • DarkNemisisDarkNemisis Join Date: 2002-04-28 Member: 535Members
    that sounds a little bit tricky considiering the nature of the texture....hmmmz....any ideas anyone? u got permission to edit the texture all u want
  • MoleculorMoleculor Namer-of-Bob Join Date: 2002-01-24 Member: 9Members
    Ok, I'm going to kick this over to Off Topic, as it's not -really- about mapping.
  • tRunKstRunKs Join Date: 2002-04-29 Member: 548Members
    hehe there really needs to be a texture/modelling/skinning forum <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->
  • chalupamonkchalupamonk sky h4x0r Join Date: 2002-02-19 Member: 227Members, NS1 Playtester
    With a sky, you have to have each side of an image line up with the touching sides of adjacent images.  If not, everything gets ferked up and the illusion is shattered.  (Well, a 256x texture stretched that wide doesn't really make for an illusion of depth anyway).

    An easy way to go at it would be to make the nebula so that it ends before touching the edges of a single image, and then having the other 5 be either the same image or a plain starmap.  It's repetitive, but if the entire sky isn't seen in-game then it doesn't matter.

    Well, hope I helped.
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