Posted By: CocaCola
saving sky cube texture - 08/05/17 10:04
hello,
i have programming a script to make a sky cube from a self maked scene.
but i have to open the file in gimp and save it again because the file making from my script load the file Verical mirrored. why is it so?
i have programming a script to make a sky cube from a self maked scene.
but i have to open the file in gimp and save it again because the file making from my script load the file Verical mirrored. why is it so?
Code:
//you need the terrain.hmp from gamestudion folder //you need a empty sky+6.tga with the size 3072 x512 to load //script with sky entity cube // for start press key C /////////////////////////////// #include <acknex.h> #include <default.c> /////////////////////////////// BMAP* skyV1="#3072 x512x32"; BMAP* shotV1= "#512x512x32"; BMAP* shotV2= "#512x512x32"; BMAP* shotV3= "#512x512x32"; BMAP* shotV4= "#512x512x32"; BMAP* shotV5= "#512x512x32"; BMAP* shotV6= "#512x512x32"; ENTITY* sky_cube = { type = "sky+6.tga"; flags2 = SKY | CUBE | SHOW; } function main() { var i=0; vec_set(screen_size,vector(512,512,0)); video_window(NULL,NULL,0,"SKYmaker"); vec_set(sky_color,vector(99,125,265)); // make sun light all windows98 //level_load(NULL); //for see level without terain level_load("terrain.hmp"); // delete if you load null level while(!key_c)wait(1); camera.x=0; camera.y=0; camera.z=0; camera.pan=0; camera.tilt=0; camera.roll=0; camera.arc=90; wait(1); i=0; bmap_blit(skyV1,bmap_for_screen (shotV1,0,1),vector(i,0,0),vector(512,512,1)); i+=512; camera.pan-=90; wait(1); bmap_blit(skyV1,bmap_for_screen (shotV2,0,1),vector(i,0,0),vector(512,512,1)); i+=512; camera.pan-=90; wait(1); bmap_blit(skyV1,bmap_for_screen (shotV3,0,1),vector(i,0,0),vector(512,512,1)); i+=512; camera.pan-=90; wait(1); bmap_blit(skyV1,bmap_for_screen (shotV4,0,1),vector(i,0,0),vector(512,512,1)); i+=512; camera.pan=270; camera.tilt=270; wait(1); bmap_blit(skyV1,bmap_for_screen (shotV5,0,1),vector(i,0,0),vector(512,512,1)); i+=512; camera.tilt=90; wait(1); bmap_blit(skyV1,bmap_for_screen (shotV6,0,1),vector(i,0,0),vector(512,512,1)); wait(1); bmap_save(skyV1,"sky+6.tga");//save the sky map wait(1); beep(); }