I just started laying the groundwork of a board game custom game, and have run into a small problem that I have no experience with.
My board is set in space, and the camera angle that I am using is revealing funky lighting issues that are not normally visible. I'm hoping one of you has experience with this and knows how to clean it up.
Here are some pictures demonstrating this:
EDIT: I should clarify that I think it is a lighting issue, but I don't actually know.
If you look at the bottom screenshot, from the perspective of above the board looking down, there is a large triangle of much darker space in the background. It doesn't blend with the brighter space at all, it just cuts off and looks terrible.
This separation is more visible in the upper screenshot.
Does this actually show up in game? Seems to be a skybox distance problem which can be fixed in the data editor. To check, hold control and scroll your mousewheel up and down - see if the black cut-off moves.
As Mozared said, looks like a camera view distance issue (which is easy to fix with Ctrl + mouse wheel down, then save the map).
In other situations it could also be the edge of the skybox model, in which case you'd need to find a camera angle that can't see it or use another skybox with a different model. But your Castanaar skybox should work correctly for this top-down view.
Unfortunately, I've concluded that Nebuli's right... The Castanar skybox is angled for the default camera angle, and the angle I want to use shows the skybox getting cut off diagonally down the middle of my map.
Guess I'm not going to be able to have it set in space, unfortunately.
Fear not, my friend! I've got a possible solution for you.
Step 1: Go to your data editor and create a new doodad. Base it off a tree or so.
Step 2: When giving it a model, give it the Castanar skybox model.
Step 3: Place it in the middle of your map, possibly adjust size.
Step 4: ???
Step 5: Profit!
Fear not, my friend! I've got a possible solution for you.
Step 1: Go to your data editor and create a new doodad. Base it off a tree or so.
Step 2: When giving it a model, give it the Castanar skybox model.
Step 3: Place it in the middle of your map, possibly adjust size.
Step 4: ???
Step 5: Profit!
I'll have to give this a try. :P Good old underpants gnomes have a great business model.
You might need to use a site ops to rotate the diagonal pieces. I normally use doodads as skyboxes in my maps and it doesn't look that bad unless you are in a freespace environment. Keep in mind though, the scale of the doodad needs to be like .002, those things are ginormous.
Moz, you fail to see my point. What I'm saying is that this cutoff in the color is a part of the texture. That said, Dragoneless would seem to have the most viable solution short of modifying the texture itself.
No, I realized that. I'm just saying that by using the skybox model as a doodad you have more editing options and might be able to turn/twist it in such a way that the ugly borders stay hidding.
I just started laying the groundwork of a board game custom game, and have run into a small problem that I have no experience with.
My board is set in space, and the camera angle that I am using is revealing funky lighting issues that are not normally visible. I'm hoping one of you has experience with this and knows how to clean it up.
Here are some pictures demonstrating this:
EDIT: I should clarify that I think it is a lighting issue, but I don't actually know.
@MasterWrath: Go
I'm not sure exactly what problem you're seeing, those screenshots look normal to me.
Could you elaborate a bit?
@Telthalion: Go
If you look at the bottom screenshot, from the perspective of above the board looking down, there is a large triangle of much darker space in the background. It doesn't blend with the brighter space at all, it just cuts off and looks terrible.
This separation is more visible in the upper screenshot.
Does this actually show up in game? Seems to be a skybox distance problem which can be fixed in the data editor. To check, hold control and scroll your mousewheel up and down - see if the black cut-off moves.
As Mozared said, looks like a camera view distance issue (which is easy to fix with Ctrl + mouse wheel down, then save the map).
In other situations it could also be the edge of the skybox model, in which case you'd need to find a camera angle that can't see it or use another skybox with a different model. But your Castanaar skybox should work correctly for this top-down view.
I fail to see the issue.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
I'm pretty sure that's just part of the skybox. I've seen that before and seen no way to fix it.
@Nebuli2: Go
Unfortunately, I've concluded that Nebuli's right... The Castanar skybox is angled for the default camera angle, and the angle I want to use shows the skybox getting cut off diagonally down the middle of my map.
Guess I'm not going to be able to have it set in space, unfortunately.
@MasterWrath: Go
Fear not, my friend! I've got a possible solution for you.
Step 1: Go to your data editor and create a new doodad. Base it off a tree or so.
Step 2: When giving it a model, give it the Castanar skybox model.
Step 3: Place it in the middle of your map, possibly adjust size.
Step 4: ???
Step 5: Profit!
I'll have to give this a try. :P Good old underpants gnomes have a great business model.
You might need to use a site ops to rotate the diagonal pieces. I normally use doodads as skyboxes in my maps and it doesn't look that bad unless you are in a freespace environment. Keep in mind though, the scale of the doodad needs to be like .002, those things are ginormous.
@Mozared: Go
Moz, you fail to see my point. What I'm saying is that this cutoff in the color is a part of the texture. That said, Dragoneless would seem to have the most viable solution short of modifying the texture itself.
@Nebuli2: Go
No, I realized that. I'm just saying that by using the skybox model as a doodad you have more editing options and might be able to turn/twist it in such a way that the ugly borders stay hidding.
@Mozared: Go
Ah. Alright then.