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<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
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<TITLE>Crystal Space: map2cs Tutorial Skybox</TITLE>

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<H3> 5.5.10 Generating Skybox Textures </H3>
<!--docid::SEC197::-->
<P>

If you don't like to idea of keeping the player always inside a building and
never allowing him to look outside, then you need a skybox.  A skybox will
give the player a good illusion that there is an outside to your level.  A
skybox is a huge box with textures that shows what is outside.  However,
creating these textures is a bit tricky, otherwise, it might just look like
the inside of a textured cube.
</P><P>

But there is good news, because there is a free tool that is great for making
these textures.  It is called Terragen.
</P><P>

<A HREF="http://www.planetside.co.uk/">http://www.planetside.co.uk/</A>
</P><P>

Please consult the terragen documentation about how to create a world, as
I will only explain, how to export the map file to Crystal Space.
</P><P>

<A NAME="SEC198"></A>
<H4> Exporting to Crystal Space </H4>
<!--docid::SEC198::-->
<P>

When you are done creating your world peform the following steps:
</P><P>

Open the "Rendering Controls" panel.
</P><P>

<OL>
<LI>
Move your camera to the desired point in your map.
<LI>
Disable the "Fixed Height Above Surface" switch.
<LI>
Set "Detail" to <EM>Maximum</EM>.
<LI>
In the "Camera Settings" dialog set "Zoom Maginfication" to "1".
<LI>
Set "Image Size" to 512x512 or 256x256.
</OL>
<P>

<CENTER><IMG SRC="tutorial/map2cs/terra1.png" ALT="tutorial/map2cs/terra1"></CENTER>
</P><P>

Now create six images and store them.  Use the following settings for these
images:
</P><P>

<BLOCKQUOTE>
<TABLE>
<TR><TD><EM>Texture Name Suffix</EM></TD>
</TD><TD> <EM>Camera Head</EM>
</TD><TD> <EM>Camera Pitch</EM>
</TD><TD> <EM>Camera Bank</EM>
</TR>
<TR><TD><CODE>_f</CODE> </TD><TD> 0 </TD><TD> 0 </TD><TD> 0</TD>
</TR>
<TR><TD><CODE>_r</CODE> </TD><TD> 90 </TD><TD> 0 </TD><TD> 0</TD>
</TR>
<TR><TD><CODE>_b</CODE> </TD><TD> 180 </TD><TD> 0 </TD><TD> 0</TD>
</TR>
<TR><TD><CODE>_l</CODE> </TD><TD> 270 </TD><TD> 0 </TD><TD> 0</TD>
</TR>
<TR><TD><CODE>_u</CODE> </TD><TD> 0 </TD><TD> 90 </TD><TD> 0</TD>
</TR>
<TR><TD><CODE>_d</CODE> </TD><TD> 0 </TD><TD> 270 </TD><TD> 0</TD>
</TR></TABLE>
</BLOCKQUOTE>
<P>

Convert the generated bitmaps to a format readable by `<TT>map2cs</TT>' (TGA,
JPG, JPEG, BMP, WAL).
</P><P>

Then you need to add a setting "skybox" with the value of your basename in
the general world properties.  (For example, if your textures are called
`<TT>sample_f.bmp</TT>', `<TT>sample_r.bmp</TT>', you will set "skybox" to
"sample").  Now every brush you assign a key "sky" with a value of "1" 
will look like your skybox.  Just try this out.  It is a really amazing 
effect.
</P><P>

This screenshot doesn't really do justice to the skybox effect, but it looks
quite nice, never-the-less.  To really appreciate the effect you will need to
move around a world in Crystal Space using a map enclosed within a skybox.
</P><P>

<CENTER><IMG SRC="tutorial/map2cs/terra2.png" ALT="tutorial/map2cs/terra2"></CENTER>
<A NAME="map2cs Tutorial Tips"></A>
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