Tales of from the front line.
Can you? How do you?
Published on February 24, 2009 By -Ue_Carbon In Sins Modding

Hey yall,

I wanted to see if I can make some new skyboxes. Can it be done. If so can you start me in the right direction? Thanks alot!!!


Comments (Page 2)
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on Mar 29, 2009

Craig Fraser
Sorry that didnt work out for you Carbon.

The particle effect system supports animated textures. Bascially you will need to align each frame of your animation in rows in one dds or tga file. A separate animation text file define the coordinates of each frame, the number of rows and so on. Many of the particle effects in the game use framed animations.

Hey Craig, another quick question for you on this: Do you guys use photoshop to make your .dds files? If you do (and im assuming here you use the .dds plugin for it) What settings do you save the .dds files as.

I can get nice looking skyboxes etc, and I can also get nice looking menus and so on however they always turn out to be twice the size of you guys' (20MB+ instead of the 10MB of the originals). It's obviously some kind of setting im missing, I just dont know which one! Any help would be appreciated.

on Mar 29, 2009

Yes, we use Photoshop. We use both DXT1 and DXT5 ....usually 5, alpha will be your decided factor.  Don't bother with DXT3, file size should be the same, but the quality worse for most applications. TGA's will be signficantly larger, so DDS anything that can pass the quality test.

Here is the plug-in for you:
http://developer.nvidia.com/object/photoshop_dds_plugins.html

Best of luck Nacey

 

 

 

on Mar 29, 2009

Nacey, You!!!!!! I want your skybox!!!!! IM so envious!!!!!

 

I cant wait to get photoshop!!!!!!!!!!

on Apr 01, 2009

The particle effect system supports animated textures. Bascially you will need to align each frame of your animation in rows in one dds or tga file. A separate animation text file define the coordinates of each frame, the number of rows and so on. Many of the particle effects in the game use framed animations.

Yeah I forgot about that, the planet elevators on vanilla Sins use this method don't they and I assume therefore the new starbases use a similar technique. What is interesting about those examples is how the texture is wrapped around the objects in DDS format as opposed to the normal TGA.

I think this is a very under utilised feature of the particle system from the modding community so far and warrants closer scrutiny I can see a lot of potential uses for this.

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