Posted: 15th Jul 2007 15:56
@ Lucifer

Is this a 2d or 3d game? If it's 3d are you using a skysphere instead af a skybox? If so I can change the shader to use sphere mapping instead of cube mapping. Also which version of DBP are you using?
Posted: 15th Jul 2007 16:01
i'm using the latest version of dbp, this game is 3d, and i'm just using a skysphere
Posted: 15th Jul 2007 16:22
Okay
I'll see what I can do. It may take me a while, I gotta go to church now. I'll try to work on it when I get back.
Posted: 17th Jul 2007 2:50
thanks i'd really like it if you could help me make this work, even if you'd just convert the sky to a working .dds file for me
Posted: 17th Jul 2007 5:11
Converting the sky to a .dds file is probably what I will have to do. I haven't had any luck getting the shader to work with sphere mapping. It has to do with the dependent texture read. You do not have direct access to the w coordinates in 1.4 shaders, and I can't seem to find a work around like I did using cube mapping.
I'll try to make a working cubemap out of the sky texture A.S.A.P
Posted: 17th Jul 2007 18:25
Here is a .dds file made out of your sky texture. It looks good in the cubemapper, FX composer and Dark Shader. I can't say it will look okay in your program because I can't test it. If it doesn't look good, all I can say is have a try at making it yourself. The programs I use to make cube maps are HDR Shop version 1 and ATI Cubemap Generator. Both are fairly easy to learn and both are free.
You can get the cubemapper from ATI and for HDR Shop just search for in on the web. Also you may need microsofts texture tool (available in the Direct X SDK) for changing the texture format.
Good luck and if you have any questions I'll try to answer them.
Posted: 17th Jul 2007 20:10
thanks for the help, this works perfectly and looks very good
Posted: 19th Jul 2007 17:10
TGC should arrange a competition to build a perfect 2.0 water shader to us who cant program with shaders.