Just a quick question here guys, I was looking over the .SOD files earlier and found a rather darkly named 'MBGX' in it. Now, this has a spherical map background in it; and got me wondering whether it would be possible to do the same. What I've tried is exporting a sphere from ms3d (with and without a hierarchy) as 'mbga' and attempted to assign it using the editor. The result was the infamous blank white space all around. So my question is if anyone knows or has got any idea how to get this working. Thanks :)
the spherical background is a remnant of A1 and there must be a way to use it as it is. that it appeared white ingame is the result of exporting it via milkshape, don't do this and try to use the original SOD and than it should work. you must write in Mbgx with the addition .sod or it won't work and i suggest you to use MbgIkol.sod for what you want as Mbgx has some wrong material settings for A2.
Works like a dream. Thank you kindly :)
Now just to work out the optimum resolution and I can start my evil machinations :lulz:
cool, a spherical background? its just harder to texture it correct...
F/\}{I´3$;5311716cool, a spherical background? its just harder to texture it correct...
Seems to be. The actual making is pretty easy, the problem arises when adding in background parts - they get all distorted and I haven't (as yet) been able to work out a safe middleground. It's weird, a planet texture mapped on a sphere appears - relatively - fine in game, but the same texture applied to a sphere with the faces inverted looks horrid. :confused: My idea you see, is that one really big (say 4096X2048) texture map is preferable to six 1024x1024 ones; and with such a high resolution may be able to show things like planets in quite high detail. It does, but they look rather stretched...