#2813
Posted 09 April 2012 - 09:50 PM
I noticed that Polymer display of paralaxed skies seems to be made for textures with height of 300px. It doesn't display correctly the sky of maps like Derelict and others.
On theory, for a correct alignment of the level structure and the sky, you should use a 598px tall texture. However only the Derelict sky is hard-coded on 8bit mode to force it to align properly (since the texture is actually 512px tall the top and bottom are wrapped).
Nevertheless, I believe Polymer should be able to detect 300px or 400px tall pictures and make these exceptions to the 598px rule.
And one more thing, Polymer display the sky as a polygon while it is obvious that it would look much better as a cylinder. However I have no idea if it remotely possible to display a cylinder with a 3D rendered...
Of course Polymer is still far better than the 8bit paralex sky display is very limited and rely completely on hard-coded textures. It bothers me a little that you can do something else in other Build engine games like Shadow Warrior which you don't in Eduke32.
While Eduke32 strecth all pictures to 128px wide, Shadow Warrior force it to 512px. Shadow Warrior also use a must have cylindric effect for the sky. Whatever, we should have the option to display the paralaxed texture we want without it being stretched at all.
And instead of the whole paralaxed sky hard-coded to display the default sky textures (LA, BIGORBIT, etc) it should be the opposite, these should be the exceptions. By default everything should be displayed as a 598px align like Derelict sky, and allow textures of any size. On theory if I wanted to re-create the sides of LA sky, I would simply make a 1024px-wide texture.
This post has been edited by Fox: 10 April 2012 - 09:51 AM
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