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  Beginner BeginnerMember since: 25.02.2012, 16:40Posts: 32 Likes: 0
 

 Post Topic: Re: Skybox tool released
PostPosted 02.08.2012, 10:59 
Well, I was quite pissed off as well because nothing worked. So I just blamed the engine for not working correctly although it was my fault :-)

But I learned from this and now I will stay more relaxed if something similar happens :-)

  Uber Modder Uber ModderMember since: 11.08.2004, 12:38Posts: 2290 Likes: 73
 

 Post Topic: Re: Skybox tool released
PostPosted 02.08.2012, 11:16 
Glad to hear you got there in the end!
Any more problems, let me know.
Chris
  Uber Modder Uber ModderMember since: 17.06.2011, 10:49Posts: 1473Location: Germany Likes: 7
 

 Post Topic: Re: Skybox tool released
PostPosted 14.09.2012, 09:37 
I get the dds error too, direct sdk etc is installed :puppy:

sky "example" folder is created, convert to panorama works .

Image


Intel Core i5-2500K
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8 GB DDR3-1333
GTX560 2GB
Win7 x64
  24/7 Modder 24/7 ModderMember since: 23.03.2007, 14:08Posts: 3023 Likes: 21
 

 Post Topic: Re: Skybox tool released
PostPosted 14.09.2012, 16:42 
Hey Chris,
I made a little MaxScript (for 3DsMax) that creates the Cameras and renders them to directly match your input requirements.

Code:
(
   rollout ro "Skyboxer"
   (
      button createCamsBTN "Create Cameras" height:28 width:(ro.width-10) align:#center
      
      dropdownlist resDDL items:(for i = 1 to 15 collect (2^i)as string + " ²px") width:(ro.width/2-12) align:#left across:2
      button renderBTN "Render" width:(ro.width/2-12) align:#right
      
      on createCamsBTN pressed do
      (
         local cams = for i = 0 to 3 collect
         (
            local cam = freeCamera fov:90 fovType:1 orthoProjection:false wirecolor:orange showCone:true;
            rotate cam (eulerangles 90 0 (i*-90));
            
            case i of
            (
               0 : cam.name = uniqueName "SkyboxCam_North";
               3 : cam.name = uniqueName "SkyboxCam_West";
               2 : cam.name = uniqueName "SkyboxCam_South";
               1 : cam.name = uniqueName "SkyboxCam_East";
            )
            
            setUserProp cam "SkyboxAspect" 2;
            cam;
         )
         
         local cam = freeCamera fov:90 fovType:1 orthoProjection:false wirecolor:orange showCone:true name:(uniqueName "SkyboxCam_Top");
         rotate cam (eulerangles 180 0 0);
         setUserProp cam "SkyboxAspect" 1;
         append cams cam;
         
         group cams name:(uniqueName "SkyboxCamsGroup") select:true;
      )
      
      on renderBTN pressed do
      (
         local foundGroup = false;
         local groupDummy = undefined;
         
         for o in selection while not foundGroup where classOf o == dummy AND matchPattern o.name pattern:"SkyboxCamsGroup*" do (groupDummy = o; foundGroup = true;)
         
         if foundGroup AND isValidNode groupDummy then
         (
            local dir = getSavePath caption:"Output Folder";
            
            local ind = 1;
            for c in groupDummy.children where classOf c == freeCamera do
            (
               local resAspect = getUserProp c "SkyboxAspect";
               
               if resAspect != undefined then
               (
                  resAspect = resAspect as integer;
                  
                  local res = [2^resDDL.selection, 2^resDDL.selection/resAspect];
                  
                  format "cam:% -> % asp:% res:% \n" c c.dir resAspect res c.pos;
                  
                  if dir != undefined AND doesFileExist dir do
                  (
                     local fName = dir + @"\input" + ind as string + ".bmp";
                     print fName
                     render camera:c outputwidth:res.x outputheight:res.y frame:#current outputfile:fName vfb:true pos:#vfb_upper_left progressbar:true
                  )
               )
               else
               (
                  print (C.name + " doesn't have a resolutionAspect, reCreate it");
               )
               
               ind+=1;
            )
         )
         else
         (
            print "Please select a SkyboxCamsGroup";
         )
      )
   )
   createdialog ro;
)


unfortunately i seem to have a problem with the 3696 freeSDK.. i can't see any textures of the Sky Shader materials.. i might be overlooking something verry basic (also tried Day and Day2 that ship with the freeSDK) but i can't see their textures either when applied in the environment tab

Edit: turns out that i forgot the Skybox Multiplier in the TOD Tab :rolleyes:

chicken: the 3 dds files are in the tool's root folder ;)
  Uber Modder Uber ModderMember since: 11.08.2004, 12:38Posts: 2290 Likes: 73
 

 Post Topic: Re: Skybox tool released
PostPosted 15.09.2012, 13:44 
Hi Insanto,
Thanks for the script. Unfortunately I don't use max, I'm a confirmed Softimage user!
Regards,
Chris
.
@chicken,
I've checked the code, that error will occur if the dds files weren't created, or the path where they will be placed doesn't exist.
Check that you have created this path: game\Textures\Skys
If this directory doesn't exist you'll probably get this error.
.
As Insanto says, if the dds files were created they'll be in the Skybox root directory. If they don't appear, check that you have texconv.exe in the Skybox root directory (I think the installation should have included that file). As you have the DirectX SDK installed, it should work.
Having said that, automatic conversions to dds have always been tricky. If all else fails, you can find the three output files in the Skybox root directory, but in .bmp format. You can use any dds conversion utility to convert to dds and then place them in the correct location.
Regards,
Chris
User avatar   Uber Modder Uber ModderMember since: 26.11.2007, 02:03Posts: 2868Location: USA Likes: 140
 

 Post Topic: Re: Skybox tool released
PostPosted 12.10.2012, 16:56 
There needs to be a stickied list of these types of tools. They keep getting below the first page and there are a number of ones that are forgotten but shouldn't be.


WIP Portfolio:
http://www.ryanschake3D.weebly.com (Very old now)

"True redundancy is when you are writing a description to describe the word that describes the description you used to describe it." - Christopher Purches
  Beginner BeginnerMember since: 01.04.2012, 17:04Posts: 4 Likes: 0
 

 Post Topic: Re: Skybox tool released
PostPosted 21.10.2012, 22:35 
Hey, I'm having a problem with the tool:
When I create my panorama, it's fine, however, when I try to create the .dds files, I get an error:
Image
My textures folder looks like this:
Image
Even though it gives this error, it still generates files:
Image
However, when I try to generate the materials with these files, I get this error:
Image
Could you tell me why this is happening?
I have DirectX SDK - June 2010 Installed.
  Uber Modder Uber ModderMember since: 11.08.2004, 12:38Posts: 2290 Likes: 73
 

 Post Topic: Re: Skybox tool released
PostPosted 22.10.2012, 11:41 
Hi DeadSpaced,
Thanks for providing the detailed info, it's very useful.
As you can see, it did generate the dds files.
As the panorama function worked, the Textures Directory setting must be good.
I think the problem is with the Cry Engine Directory setting. If I enter an incorrect setting I get exactly the same results. By the way, the 'Failed to create dds file' is a bit misleading. It will occur if the dds files were in fact created but Skybox was unable to copy them to the Cry Engine installation. I think this is what happened.
.
Unfortunately I can't see the entire setting as it's too long. Did you end it with 'Game'? If so, you will get precisely this problem.
The setting should be the root path to the Cry Engine installation e.g. c:\Crysis
Let me know if this fixes the problem, and we'll take it from there.
By the way, if no joy, you can manually copy the dds files to Cry Engine. You would also have to manually create the materials file.
Regards,
Chris
  Beginner BeginnerMember since: 01.04.2012, 17:04Posts: 4 Likes: 0
 

 Post Topic: Re: Skybox tool released
PostPosted 23.10.2012, 04:12 
If it wasn't my settings, I'm not sure why this is happening. My full path was:
C:\Users\DeadSpaced\Desktop\CryENGINE 3 SDK
Here's Some More Pictures, To Help You Figure Out What's Wrong:
Where the path above leads to
Image
The inside of my 'Game' Folder
Image
The inside of my Textures folder inside Textures.pak
Image
The inside of my Skys folder in my Textures folder
Image
The inside of my Materials folder in GameData.pak
Image
Btw, if you can't figure out what is wrong, can you tell me how to make the materials file manually and where to place it?
  Uber Modder Uber ModderMember since: 11.08.2004, 12:38Posts: 2290 Likes: 73
 

 Post Topic: Re: Skybox tool released
PostPosted 23.10.2012, 11:59 
Hi DeadSpaced,
Thanks for the info. Fortunately it makes the problem very clear. The Game directory does not have the required Textures and Materials sub-directories. This is where the files need to be placed.
Refer to the Installation section of the manual. In Step 5 you need to create the two directories. This is essential because Skybox can't write files to the .pak files.
.
For your Rapture skybox you need to create these directories:
Game\Materials\Sky
Game\Textures\Skys\Rapture
.
This should fix the problem.
.
You can create the material file manually as follows:
1. Paste this into your text editor:
Code:
<Material MtlFlags="0" Shader="Sky" GenMask="0" SurfaceType="" Diffuse="1,1,1" Specular="0,0,0" Emissive="0,0,0" Shininess="10" Opacity="1">
  <Textures>
    <Texture Map="Diffuse" File="textures/skys/Rapture/box_12.tif">
      <TexMod />
    </Texture>
   </Textures>
<MaterialLayers />
</Material>

.
Note that the third line must have the actual skybox name, in this case Rapture.
.
2. Save the file to
Game\Materials\Sky\Rapture.mtl
.
This shouldn't be necessay after you've created the sub-directories.
Let me know how it goes.
Regards,
Chris
  Beginner BeginnerMember since: 01.04.2012, 17:04Posts: 4 Likes: 0
 

 Post Topic: Re: Skybox tool released
PostPosted 24.10.2012, 01:50 
It's Working Now :))
Thanks for all of you help!

Edit: I turns out that I'm running into another problem...
I started My Editor and opened my test level.
Image
I Went To The Roll-Up
Image
And Changed The Material In This Area
Image
I Selected This Material And Applied It
Image
I Restarted The Editor And Came Back to This. The Only Difference Is That The Water Is Yellow, And That's Fixed By Jumping In The Water While In Game Mode (Ctrl + G)
Image
My Materials In That Selection Led To This Path:
Materials/Sky/Rapture
This Is My Game/Textures/Skys/Rapture Folder
Image
And This Is My Game/Materials/Sky Folder
Image
Do you have any idea what is causing this problem?
User avatar   Uber Modder Uber ModderMember since: 05.11.2011, 16:26Posts: 1967Location: Czech Republic Likes: 49
 

 Post Topic: Re: Skybox tool released
PostPosted 24.10.2012, 06:09 
In Time of Day editor, make sure that Skybox multiplier is set to 1 and change the water fog density. Play around with these settings. It can also be a problem with fog overall.
  Beginner BeginnerMember since: 01.04.2012, 17:04Posts: 4 Likes: 0
 

 Post Topic: Re: Skybox tool released
PostPosted 25.10.2012, 00:22 
Thanks for the help!
My skybox multiplier was set to 0.
  Beginner BeginnerMember since: 18.02.2013, 19:39Posts: 3 Likes: 0
 

 Post Topic: Re: Skybox tool released
PostPosted 18.11.2013, 20:36 
it doesn't works for me neither.....someone know something about how's works?
User avatar   Skilled Modder Skilled ModderMember since: 20.01.2012, 01:57Posts: 673Location: Bogotà, Colombia - Istanbul, Turkiye Likes: 19
 

 Post Topic: Re: Skybox tool released
PostPosted 19.11.2013, 08:03 
Quote by DeadSpaced:
It's Working Now :))
Thanks for all of you help!

Edit: I turns out that I'm running into another problem...
I started My Editor and opened my test level.
Image
I Went To The Roll-Up
Image
And Changed The Material In This Area
Image
I Selected This Material And Applied It
Image
I Restarted The Editor And Came Back to This. The Only Difference Is That The Water Is Yellow, And That's Fixed By Jumping In The Water While In Game Mode (Ctrl + G)
Image
My Materials In That Selection Led To This Path:
Materials/Sky/Rapture
This Is My Game/Textures/Skys/Rapture Folder
Image
And This Is My Game/Materials/Sky Folder
Image
Do you have any idea what is causing this problem?



Awesome :D


Please, don`t Kill me. I speak English so so. Some times i used google translator XD.