Tag: popular
Map-Backgrounds
by gdata on Oct.19, 2009, under Legacy Modding

Badlands Mapbackground
As most of you will have noticed map backgrounds recently became a very popular aspect of Legacy modding. And since the stock ones are no real beauties I decided to give it a try. Now this is the theory or at least it’s the problem we face when we try to create map backgrounds: The background in Legacy is basically just a box (also called skybox in other games). This box has exactly six sides and each has a texture of the size 1024*1024 assigned. Now what if we want a Nebula to span more than one side of our cube? In theory this can be achieved with any image editing program, but if you want to create a fluidic space background for example with a consistent nebula, this will be very difficult and time consuming. Now in 3ds max we have the option to create a “reflective” material for an object; so we can render the whole scene in max on a material. Now let’s get a little bit more practical: We create a box and assign our reflective material to it. Then we create the map background using a sphere or any other object of our choice outside that box. The next step we do is we adjust the lighting and finally we render the scene on our cube. Max will create 6 different textures then (one for each side of the skybox). Everything we need to do then is to rearrange those textures in an image editing program of our choice and put it in Legacy.
I know this probably sounds very complicated and difficult for most of you, but I hope I could help those who have some basic max skills to understand the principle. If there are any specific question like how did you set up the material exactly feel free to ask on stl-central.com. I will be glad to help you.