I understand what a skybox is, i have my own set of skyboxes for the mod but the cube is too small for what i need. I won´t add models as you say, although i can see how taht could be useful for others, so go ahead with it!
What i mean is: the cube where skybox textures are drawn is too small for my needs. It sure works great on small maps, but here we have three huge ass maps for which the cube is way too small.
So the idea is that you add a def parameter to scale the cube of a skybox when it´s defined, like this:
skybox {
tile 84 pal 0
scale 2
top "VEG_TOP.PNG" nocompress nodownsize
down "VEG_BTM.PNG" nocompress nodownsize
front "VEG_NRT.PNG" nocompress nodownsize
right "VEG_WST.PNG" nocompress nodownsize
back "VEG_EAST.PNG" nocompress nodownsize
left "VEG_SOUT.PNG" nocompress nodownsize
}
and with this:
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It could even be awesome and probably innovative, if you could scale it in all 3 different axis. x scale y scale z scale. This would allow modders to make short but big or long in one direction skyboxes.
I mean something like this:
skybox {
tile 84 pal 0
xscale 1
yscale 1
zscale 2
top "VEG_TOP.PNG" nocompress nodownsize
down "VEG_BTM.PNG" nocompress nodownsize
front "VEG_NRT.PNG" nocompress nodownsize
right "VEG_WST.PNG" nocompress nodownsize
back "VEG_EAST.PNG" nocompress nodownsize
left "VEG_SOUT.PNG" nocompress nodownsize
}
So instead of a cube, you end up with a prisma of the given proportions. It is obvious that each texture face should be made to match its size, so it doesnt look stretched.
I can live with the first idea, but the 2nd would be the bananas!
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See my previous reply about applying tileshades to model skins. The system needs an internal revamp that I cannot prioritize at the moment. Please keep me informed of your release timeline.
The sooner the better, we are about two months away.