Figured out Custom Skies from Scratch - Nearly!!!

Discuss HaloCE modding with the HEK tools here. For help, go to the Help Desk forum above.
Post Reply
LiN




Literarian 50

Posts: 63
Joined: Thu May 20, 2004 11:58 pm
Location: Manchestaar, UK

Figured out Custom Skies from Scratch - Nearly!!!

Post by LiN »

RIght, this is a quick one, as Im at work, but I'm very very close to figuring out custom skies, from scratch, rather than bootlegging original skies.

For my map, Im working on a custom sky, showing the earth in all its glory from space. Here is an example of a tut I am in the process of writing showing how to make the sky, with a pic of the sky there:

http://wiki.fpsgamers.se/index.php/Halo/MoonbaseSkyTut

(On Halo Wiki - Free, unregistered upload as well as download/view tutorials!! We Need More TUTS!!)

The problem is, this sky is bootleg, in that I copied dusk.sky and all its shaders, renamed them and reapplied bitmaps as and where I need them. But I can't resize bitmaps, or reposition them. Only a really bodgit way of resizing in that I get the bitmap into photoshop and reduce the actual usuable image in the same 512x512 frame if you get me.

So, I started to experiment with custom skies. Here's what I did:

1.)Went into 3ds. Created a sphere of radius 50,000 (yes, 50,000). Normal segmentation.

2.)Edit->Mesh for the sphere, flipped normals.

3.)Applied material called skytest with a basic starfield to inside of sphere, applied basic UVW spherical map.

4.)Created a frame (did I mention both frame and sphere are at 0,0,0). called it frame.

5.)Linked sphere to frame. Exported as JMS

6.)Went to guerilla. Created new shader_transparent_chicago, name starfield. Applied the starfield map (which btw I converted to bitmap using tool again) etc..

7.)Went to Tool. Typed tool model sky\skytest skytest. This created a gearbox model out of my sky

8.)Went to guerilla. Created a new sky called skytest.sky based on the skytest.gbx model that I created. Edited them all so they all link to each other etc.etc. & maps applied properly,

9.) Stuck the sky in a test map Im working on, and loaded Sapiens.

BO! A custom sky! But!! One problem.....

The sky works, its very very basic, need some proper UVW mapping etc, and maybe a little more than just stars, but it has paralax error.

Sapiens is rendering my sky, but when I strafe across my level at camera speed 60x, the sky appears to move a little behind the sun, like its not at infinite distance.

I tried making the sky bigger and bigger, it helped, but its still not infinite like the proper skies in Halo.

I tried adding stuff like # and ! to the end of the material name to see what effect that had. None, other than for tool to ask me now to create a shader for starfield# so maybe I was doing that wrong.

Ok, if anyone knows how to fix this paralax, I'd be more than grateful. Even a few random guesses. Im writing a tutorial on custom skies to add to the Halo Wiki. I am more than happy to acknowledge anyone who helps in a meaningful way, that way, everyones happy and the community can benefit from being able to create custom skies!!!!!!


8)
Last edited by LiN on Sun Jun 17, 2007 1:21 pm, edited 1 time in total.
LiN




Literarian 50

Posts: 63
Joined: Thu May 20, 2004 11:58 pm
Location: Manchestaar, UK

Post by LiN »

5 Views!!! No Replies!! WOO! :shock: Go BABy Go! *whiff of sarcasm*

....

No one like meh custom sky? :cry:
Last edited by LiN on Sun Jun 17, 2007 1:21 pm, edited 1 time in total.
MJBoa





Posts: 107
Joined: Sat May 29, 2004 9:12 am
Location: My computer..

Post by MJBoa »

Wow, that is an awesome sky, good job. I think we need a better description of the problem, though.
LiN




Literarian 50

Posts: 63
Joined: Thu May 20, 2004 11:58 pm
Location: Manchestaar, UK

Post by LiN »

Thanks man. Ok I will get on it & moreover, I will explain the difference between the sky I made there (which uses original Halo tags such as dusk.sky as a basis) and what I am trying to do, which is create custom skies, including custom gearbox model from scratch.

:D
Last edited by LiN on Sun Jun 17, 2007 1:21 pm, edited 1 time in total.
blink 182





Posts: 882
Joined: Sun Feb 15, 2004 6:28 am

Post by blink 182 »

Nice work, I didnt think making brand new skies was that easy lol. I never understood what the sky model was really like but thanks for the info! Its pretty easy to customize already created skies like this one I made http://spartan.halocity.org/viewtopic.php?t=108
MJBoa





Posts: 107
Joined: Sat May 29, 2004 9:12 am
Location: My computer..

Post by MJBoa »

No offense blink but, that is just the space sky with some shaders changed, I don't think you can take credit for it really.
bubbinska





Posts: 37
Joined: Mon Jan 19, 2004 1:14 pm

Post by bubbinska »

well done on this info man, it'll be great for a mod i'm working on :D
iSk`Bubba
blink 182





Posts: 882
Joined: Sun Feb 15, 2004 6:28 am

Post by blink 182 »

MJBoa, I know. I did not make it from scratch because I did not know how to. However, I did create a new .sky tag for people to use....
hydroxic





Posts: 416
Joined: Fri Feb 06, 2004 9:35 pm
Location: LOST!!! HELP!!!
Contact:

Post by hydroxic »

gj, well almost cuz it's almost :D
LiN




Literarian 50

Posts: 63
Joined: Thu May 20, 2004 11:58 pm
Location: Manchestaar, UK

Post by LiN »

Ey, No ones taking credit for anything, We're just tryint to spread what knowledge we know to other people :P

Anyway, I've figured out how to make new sky gearbox models. What you do is create a sphere, or dome (hemisphere) for the sky, create planes with their flat face pointing towards 0,0,0, etc... Export as a JMS, and compile using:

tool model sky/mysky/mysky

or something to that effect.

Sky's in max are basically created just like any other geometry, except they do not have to follow the sealed world rule. It turns out that if you create your skydome or sphere witha radius of 1,000,000 (yes this is allowed), the paralax error I mentioned above is no longer noticeable.

So, to make custom skies from scratch, you make your mega-scale max file, add textures to them, compile as a model, create shaders for the materials (transparent_chicago type) and put it together just like a Halo sky.

I am 50% through a tutorial on modding current skies to include your own textures. The link for this tutorial is in the first post in this forum (on the Halo wiki). When I complete this, I will continue the tut by writing step by step instructions on how to create your own sky gearbox models.

:D :D :D

----

Acknowledgement to Molkien - I worked out how to create sky gbxmodels myself, but he showed me that you have to make the skydome 1,000,000 units wide to avoid paralax error. Nice one Molkien !!!
Last edited by LiN on Sun Jun 17, 2007 1:21 pm, edited 1 time in total.
blink 182





Posts: 882
Joined: Sun Feb 15, 2004 6:28 am

Post by blink 182 »

No I was in sapien lol. The backround you see is part of a map i was making as a joke and you can see some trees. The map is called 'ifarted' and im using it for tests like custom ai and scenery. Haha the ground bitmap is a naked fat chick with writing that says 'Look at those jugs!' and 'So sexy!' :lol:
Post Reply