It is currently Thu May 23, 2013 12:43 pm

All times are UTC - 5 hours




Post new topic Reply to topic  [ 9 posts ] 
Author Message
 Post subject: Cubemaps...
PostPosted: Thu Nov 10, 2005 12:27 pm 
Offline
Tirechanger
Tirechanger
User avatar

Joined: Wed Sep 21, 2005 6:39 pm
Posts: 35
Location: IL
Friends,

I have asked around and no one seems to have any info regarding the development of new cube maps for rfactor. I am looking for specific info. Thank you in advance,

Terry

Image


Top
 Profile  
 
 Post subject: Re: Cubemaps...
PostPosted: Thu Nov 10, 2005 11:32 pm 
Offline
US Pits Crew
US Pits Crew
User avatar

Joined: Fri Apr 29, 2005 3:28 pm
Posts: 2250
Location: Tulsa, Oklahoma
TOUGH wrote:
Friends,

I have asked around and no one seems to have any info regarding the development of new cube maps for rfactor. I am looking for specific info. Thank you in advance,

Terry

Image


I'm not sure I get what you're asking. Are you looking for information about how to create cube maps or are you asking for information on cube maps that you've heard have been developed for rFactor? It would also help to know what specific info it is that you're looking for.

I'm going to take a stab at what I suspect you're asking and answer with what little info I've got about creating new cube maps. To build one, it needs to be 6 times as wide as it is high. If your map is 256 pixels tall then it needs to be 1536 wide. The 6x width allows the one map to equate to all 6 sides of a cube. I personally do not know exactly how the sides work out beyond the fact that for the 6 side by side bit you'll have side, side, top, bottom, side, side. The sides themselves do equate to something along the lines of North, South, East, and West, but I don't know exactly how those are keyed.

Once you've got your 6x wide texture created, you need to save it as a dds file. It will need a white alpha channel I believe, so you either need to include one or save as DXT5 (interpolated alpha). In the dds options for whether it's a 2d texture, a volume texture, or a cube map, you need to select cube map. Make certain you don't create any mip maps when you save either as those are not supported for the cube maps in rFactor.

As far as how the cube map works, I'm much more familiar with the cars than anything else. For those, imagine the cube floating around the car with each side of the cube reflecting off the car. The cube does not change orientation as the car moves. In other words, if one side of the cube is facing North, then it will always be facing North regardless of where the car is pointed (kind of like those dashboard auto compasses). So as the car rotates and the cube doesn't, the reflections on the car move around.

It would be fairly easy to determine how the sides are sorted by creating a cube with the sides being different solid colors (like red, blue, yellow, white) or different patterns (white with black dots, horizontal stripes, diagonal stripes, plaid), and then see how the reflections work out ingame. However, I don't know that it's all that important since the car is dynamic to it.

That's about it for what I know on the cube map. If I'm answering the wrong questions, then just ignore this. If I answered the right ones, then cool.

_________________
Tah Tah For Now!
Scott Stockton

www.theuspits.com

"I can do all things through Christ who strengthens me."  Phil 4:13


Top
 Profile  
 
 Post subject:
PostPosted: Fri Nov 11, 2005 7:11 am 
Offline
Tirechanger
Tirechanger
User avatar

Joined: Wed Sep 21, 2005 6:39 pm
Posts: 35
Location: IL
Thats what I was after thanks Scott appreciate the help bro. Guess I should have just emailed you like I was gonna.... :D

Regards,

Terry


Top
 Profile  
 
 Post subject:
PostPosted: Fri Nov 11, 2005 7:20 am 
Offline
Legendary Driver
Legendary Driver
User avatar

Joined: Thu May 05, 2005 6:05 pm
Posts: 1976
Location: Grand Rapids, MI
Nawww, then the rest of us would miss out on all that great info.

Thanks.

_________________
lp


Top
 Profile  
 
 Post subject:
PostPosted: Fri Nov 11, 2005 12:19 pm 
Offline
Tirechanger
Tirechanger

Joined: Wed Sep 14, 2005 10:58 am
Posts: 19
Quote:
I have asked around and no one seems to have any info regarding the development of new cube maps for rfactor.


You didn't ask me... :cry:


Top
 Profile  
 
 Post subject:
PostPosted: Fri Nov 11, 2005 1:02 pm 
Offline
Tirechanger
Tirechanger
User avatar

Joined: Wed Sep 21, 2005 6:39 pm
Posts: 35
Location: IL
lol...sorry Rob... I will talk to you later! I know your way busy bro.


Top
 Profile  
 
 Post subject:
PostPosted: Sat Nov 26, 2005 3:59 am 
Offline
US Pits Crew
US Pits Crew
User avatar

Joined: Fri Apr 29, 2005 3:28 pm
Posts: 2250
Location: Tulsa, Oklahoma
Quick followup on this, I did find confirmation (thanks Fred) regarding the cube map layout.

Right, Left, Top, Bottom, Front, Back

You'll also find if you look around in some of the other ISI gMotor2 based games released recently that there are various textures you can use when creating cube maps to give differing effects for the reflection (higher contrast for chrome than for paint, blurry images for plastics and aluminum, etc).

_________________
Tah Tah For Now!
Scott Stockton

www.theuspits.com

"I can do all things through Christ who strengthens me."  Phil 4:13


Top
 Profile  
 
 Post subject:
PostPosted: Sat Dec 24, 2005 5:32 am 
Offline
Crew Chief
Crew Chief
User avatar

Joined: Sat May 14, 2005 5:41 pm
Posts: 87
Location: Portage, MI
I hate Cubemaps...they are so hard to refold


Top
 Profile  
 
 Post subject:
PostPosted: Sat Dec 24, 2005 1:15 pm 
Offline
Driver
Driver
User avatar

Joined: Sat May 07, 2005 10:56 pm
Posts: 196
Location: Fredericksburg Va.
LOL :D


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 9 posts ] 

All times are UTC - 5 hours


Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB® Forum Software © phpBB Group