I guess I'm trying to learn all the different methods of creating large rez cubemaps used for space environments. One method I saw was creating a 2d seamless space texture in PS, and throwing it on a sphere, then projecting it unto a cube. I guess along with this. What is the best way to create these types? For animated…
Also I posted this awhile back for someone on CGTalk I think, about how to create volumetric nebula fx in Max. Super-simple example, but could be easily extended into some nicer fx. Max file... http://www.ericchadwick.com/examples/images/volumelight_nebula.max (ditch the stars though, I used a procedural that doesn't scale…
Depends on the game hardware, what it can and can't render at a decent framerate. You can get some ideas from UT2K7, they have a nice space level with all kinds of animated stuff going on. If you use the cheats, you can fly around freely and examine all the fx.
Yep. Load the Wing comander Jilrathi example ( the spaceship ). Sure the "Show stars" option is enabled inside the 3D viewer. Move the camera back until all is more or less "small". Notice the stars and nebulas are just additively-blended billboards distributed along a big sphere covering the complete world's bounds.
Wow, that link is pretty intense. Not sure the engine being used is capable of such (torque TGE). I can attempt to pass it by the programmer and see if he tells me how much he hates me. Jogshy, is that sprite idea included in your examples with xnormal? I guess I'm trying to figure out exactly what you mean. Eric, thanks…
I render 100k sprites ( with different size, color and texture ) in xNormal to paint the stars... I bet a too-brutal method ( :D ) for modest hardware... but it's fast for modern hardware if you use geometry shaders and texture arrays. If you like the brute force point clouds see this too :P…