Ergebnis 1 bis 7 von 7

Thema: Weltall textur

  1. #1

    Standard Weltall textur (weltall map erstellen)

    GIbt es im Hammer schon eine WEltall textur ?
    WEnn nicht, könnte mir dan mal jemand einen link geben wo es sowas gibt !

    Weil ich möchte ein Weltall map machen wie SPaceBuild, mit verschiedenen Planeten und so.
    Und ich würde gerne noch wissen wie man das macht das man auch im WEltall herum schwebt, aber nicht stirbt !
    Geändert von SwatCorp1 (10.03.2007 um 10:25 Uhr)

  2. #2
    Avatar von Araxiel
    Registriert seit
    04.11.2006
    Ort
    [a/d/u/jp/tg/x][r9k]

    Standard AW: Weltall textur

    ich kann dir zwar keine weltall texturen geben, aber eine planetenmap:

    Spacebuild
    "Open your eyes I see. Your eyes are open. Always I wanna be with you And make believe with you."
    PURE EPICNESS

  3. #3

    Standard AW: Weltall textur

    Zitat Zitat von Fire Ops
    ich kann dir zwar keine weltall texturen geben, aber eine planetenmap:

    Spacebuild
    Erst Lesen dan aufem Antwort Button drücken ;-) .

  4. #4
    €r!k
    Avatar von €r!k

    Standard AW: Weltall textur

    Ich hab ne Textur rumliegen, ich lad die mal hoch.
    Und das mit Rumfliegen geht doch mit trigger_gravity.

    Edit: Finde die Textur nicht mehr... die ist in den Massen meiner Downloads untergegangen...

    Ich bräuchte die auch mal -.-
    Geändert von €r!k (04.03.2007 um 19:18 Uhr)

  5. #5
    Avatar von Alex22
    Registriert seit
    11.11.2005
    Ort
    Berlin

    Standard AW: Weltall textur




  6. #6

    Standard AW: Weltall textur

    Und wo kann ich das jetzt downloaden ?
    Ist doch ne weltraum skybox, wenn ich mich jetzt nicht verlessen habe, oda

  7. #7

    Standard AW: Weltall textur

    Planet Making Basics


    Landscape
    1: Create a Cylinder with 12 sides(anything you can accurately divide into 4-sided top faces), it's a good idea to make its diameter a power of 2.
    2: use the Clipping Tool to slice it up from north to south, then from northwest to southeast, then from northeast to southwest. You should be left with 6 4-sided faces if you hit each corner on the dot(grid may need to go down to 1 unit!)
    3: flatten the cylinder so it is 1 units tall
    4: go into texture editing tool, ctrl+click all 6 top faces and all 6 bottom faces
    5: create displacement maps from them
    6: select only the bottom faces and create a bulge so you have room in the upper displacement for valleys
    7: select only the top faces and create your landscape.
    8: cleanup set all displacement verticies at the very edge of your landscape to 0, same goes with the bottom displacement, this way it will fit into the atmosphere without poking out in places.

    Atmosphere
    1: make a sphere of the exact same diameter as your terrain, using the exact same number of sides as your terrain and centered at the equator.
    2: tie it to a func_illusionary
    3: disable shadows AND receiving shadows.
    4: create a cylinder matching the landscape diameter and 128 units high, same number of sides, painted with the nodraw texture
    5: move it outside your planet and copy it
    6: use "paste special" with zero offset
    7: reduce the horizontal diameter of the new cylinder by 32 units on each side
    8: hit "Carve" and delete the smaller cylinder.
    9: move the newly created ring back onto your planet so that you now have an invisible wall standing 128 units tall protecting players from jumping off the edge.


    Environment
    You'll need to place a "logic_case" entity at the exact center of your sphere, then give it the following case values:


    Code:
    Case01 = planet
    Case02 = (the radius of your planet)
    Case03 = (the gravity of your planet)
    Case04 = (environmental flags)

    These are the environmental flags:
    1 = Habitat --breathable air within this radius
    2 = Unstable --frequent tremors
    4 = Sun Burn --sun will burn you if not sheltered
    8 = Crushing --atmosphere will crush you if not stabilized by exchanger

    So for instance you have a planet with a 1024 radius(2048 units across total), with half normal gravity, breathable atmosphere and a burning sun, your "logic_case" would look like this:



    Code:
    Case01 planet
    Case02 1024
    Case03 0.5
    Case04 5



    the Unstable flag requires a little extra setup, you need to create a system of env_shake and ambient_generic entities that are controlled by your logic_case, then make a case somewhere containing the word "shake", that case will be the trigger for your planetary tremors.


    To make day/night cycles I just applied some trickery in Hammer(no lua required!)

    1: Create a "spike" primitive with the exact same number of sides as your sphere and landscape using the nodraw texture, make it above your landscape with base matching your sphere equator and top just barely protruding from the sphere by 32 units
    2: copy it then "paste special" with no offset
    3: shrink the copy along the horizontal axes by 32 units
    4: bring the top vertex of the spike down by 32 units(leave the bottom alone)
    5: hit Carve then delete the smaller spike(move your landscape and sphere out of the way first!)
    6: whatever you do, DO NOT MOVE the carved spike, Hammer will give rounding errors and it will degenerate!
    7: tie it to a func_illusionary and paint the inside walls with that fake sky white texture.
    8: edit the properties so that its render mode is "Additive"
    9: set its "FX Amount" to any number below 255(for Earth I used 254, mars has 240.)
    10: set its "FX Color" to any hue you desire.
    11: create a logic_timer called "whatever_night" and give it at least 12 OnTrigger outputs in sequence separated by around 0.25 seconds. For each progressive output, decrease the "alpha" value of the sky until it reaches near zero(night sky visible)
    12: create another logic_timer called "whatever_day" and give it 12 outputs with the reverse effect of night. Have this one Start Disabled.
    13: Add an output to "whatever_night" that OnTrigger Enables "whatever_day" and disables "whatever_night"
    14: Do the same in reverse for "whatever_day"


    This is the tool I used to make the skybox:
    http://www.garagegames.com/index.php...=view&qid=3707





    Das ist die antwort auf alle fragen
    Ist ein bissel kompliziert, aber naja.
    Habe ich bei Facepunch gefunden !

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