OSP Other Scenes High Resolution Skybox version 1.03 (for M&B v0.80x)

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Talak, that's a nice work. Those seams really are painful to see.  :cool:
Didn't add (yoink!  :lol: ) 'cause I don't have a mod of my own, but I bet every single mod in this forum will use your skies.

Thanks dude.
 
Thanks everyone for the comments  :smile:  I appreciate it.  I'm still working on some better skies for the mornings especially, but at the moment Real Life(TM) has interfered.  Hopefully I can get back to it in the next week or so.
I'll also consider creating some new city icons for general release; as some of you know I've already done this for the ExtraNPC/Dionisia mod, but I'd like to keep them unique.  One other thing I think should be possible is multiple-layer skies, with a small parallax effect (eg separate cloud layer).  It might even be possible to animate them.  I'd have to experiment a bit.
 
Ealdormann Hussey said:
I'd kill for new map icons for my mod. Wink, nudge  :wink:

:grin: If I release some they'll be general ones for anyone who wants them; as I am committed to HardCode's and silverkatana's merged mod. (ExtraNPC)
 
that's from the new extra npc/dionisia combination mod. they're including new items and tweaking the heraldry.
 
Talak said:
Thanks everyone for the comments  :smile:  I appreciate it.  I'm still working on some better skies for the mornings especially, but at the moment Real Life(TM) has interfered.  Hopefully I can get back to it in the next week or so.
I'll also consider creating some new city icons for general release; as some of you know I've already done this for the ExtraNPC/Dionisia mod, but I'd like to keep them unique.  One other thing I think should be possible is multiple-layer skies, with a small parallax effect (eg separate cloud layer).  It might even be possible to animate them.  I'd have to experiment a bit.
A note with moving skies-that would hurt the framerate a bit, wouldn't it?
 
Talak said:
Thanks everyone for the comments  :smile:  I appreciate it.  I'm still working on some better skies for the mornings especially, but at the moment Real Life(TM) has interfered.  Hopefully I can get back to it in the next week or so.
I'll also consider creating some new city icons for general release; as some of you know I've already done this for the ExtraNPC/Dionisia mod, but I'd like to keep them unique.  One other thing I think should be possible is multiple-layer skies, with a small parallax effect (eg separate cloud layer).  It might even be possible to animate them.  I'd have to experiment a bit.

Holy **** man, if you manage to do that the community should give you a new title like "Talak, lord of the skyboxes".
 
Hmm. Followed your instructions to the letter, but now when I try to start the game, I get the following error message:

attempt to reregister object skybox_a.dds

What stupid mistake have I made this time?
 
Leprechaun said:
Hmm. Followed your instructions to the letter, but now when I try to start the game, I get the following error message:

attempt to reregister object skybox_a.dds

What stupid mistake have I made this time?
the game reads skybox_a two times, once in native, once in your mod. rename it and the material of it and assign the mesh to the new material
 
But there is no skybox_a in native. There is a skybox.dds, but not a skybox_a.dds. The only place there is skybox_a.dds is in the module textures folder, module textures.brf, module materials.brf. It all works fine in brfedit.
 
Nope.

load_resource = textures_face_gen
load_resource = shaders
load_module_resource = textures
load_module_resource = materials
load_resource = materials_face_gen
load_resource = uimeshes
load_resource = meshes_face_gen
load_resource = helpers
load_resource = map_tree_meshes
load_module_resource = map_icon_meshes
load_module_resource = skybox
load_resource = particle_meshes
load_resource = skeletons
load_resource = tree_meshes
load_resource = xtree_meshes
load_resource = grass_meshes
load_resource = plant_meshes
load_resource = body_meshes
load_resource = object_meshes
load_resource = object_bodies
load_resource = goods_meshes
load_resource = item_meshes1
load_module_resource = horse_meshes
load_resource = food
load_resource = beards
load_resource = armors_b
load_resource = helmets_b
load_resource = village_houses
load_resource = hair
load_resource = deneme
load_resource = interiors_a
load_resource = scene_encounter_spot
load_resource = interior_thirsty_lion
load_resource = scene_arena
load_resource = scene_zendar
load_resource = scene_small_tavern
load_resource = weapon_meshes1
load_resource = weapon_meshes_b
load_resource = houses1
load_resource = wall_meshes1
load_resource = town_houses
load_resource = doors
load_resource = churches
 
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