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[mod]skybox[skybox]

PostPosted: Sun Apr 16, 2017 21:09
by sofar
Presenting, beautiful and immersive skybox kits!

Video: https://www.youtube.com/watch?v=-m3HFGJ--Ig

Please watch the video to see it's effect - a screenshot would not do it any good nor explain the mod as well.

Code: Select all
License: LGPL-2.1+ with CC-BY-3.0 art (6 skyboxes included)
API: yes, other mods can add new skyboxes and manipulate them for users.
Permission: skybox


The mod creates 6 skybox kits. The kit consists of the 6 textures, but also includes a daylight modifier and color tint for fog, and tuned clouds (thickness, color, speed, lightness, translucency, density). Together, they allow the skybox to look much more immersive than a simple texture-only skybox change.

This mod is fairly large! Be prepared for slow server logins on the first connection. The skybox textures are balanced for detail and visual quality, and not tuned for fast loading.

Beware though! Using a skybox effectively disables sun, moon, clouds and day/night will be very different.

Github/source: https://github.com/minetest-mods/skybox
Download: https://github.com/minetest-mods/skybox/archive/master.zip

If you want to enable a specific skybox for all users, put this into a worldmods `init.lua` file on your server:

Code: Select all
minetest.register_on_joinplayer(player) skybox.set(player, <number>) end


(replace <number> with the number of the skybox you selected)

Re: [mod]skybox[skybox]

PostPosted: Sun Apr 16, 2017 22:35
by azekill_DIABLO
hooray! besr mod of the year!

Re: [mod]skybox[skybox]

PostPosted: Mon Apr 17, 2017 16:33
by GreenDimond
Made (found) my own skybox using this amazing mod. It's a crappy image, but hey, it worked! :D
Image

Re: [mod]skybox[skybox]

PostPosted: Mon Apr 17, 2017 16:50
by azekill_DIABLO
huh? awesome! but where is the real ground?

Re: [mod]skybox[skybox]

PostPosted: Tue Apr 18, 2017 14:47
by GreenDimond
azekill_DIABLO wrote:huh? awesome! but where is the real ground?

I flew up enough that it faded away. I was just testing the concept :P

Re: [mod]skybox[skybox]

PostPosted: Tue Apr 18, 2017 15:50
by Linuxdirk
This is pretty insane! Wow!

Quick question: How possible would it be fading/changing the skybox into another skybox basing on biome the player is in?

Re: [mod]skybox[skybox]

PostPosted: Tue Apr 18, 2017 16:02
by azekill_DIABLO
yes, with half transparent textures, surperposition and color variation :)

Re: [mod]skybox[skybox]

PostPosted: Tue Apr 18, 2017 16:33
by sofar
Linuxdirk wrote:This is pretty insane! Wow!

Quick question: How possible would it be fading/changing the skybox into another skybox basing on biome the player is in?


Very difficult, engine work needed.

The only thing possible right now in the engine is to use texture compositing, but there is no way to do blending of textures right now. Even animated textures are not supported right now for the skybox.

Re: [mod]skybox[skybox]

PostPosted: Tue Apr 18, 2017 18:42
by azekill_DIABLO
and the problem is also we can't see moon, sun or anything with skyboxes.

Re: [mod]skybox[skybox]

PostPosted: Tue Apr 18, 2017 20:57
by cHyper
Image

Image

Re: [mod]skybox[skybox]

PostPosted: Wed Apr 19, 2017 10:59
by azekill_DIABLO
omg!

Re: [mod]skybox[skybox]

PostPosted: Sat Apr 22, 2017 18:30
by PEAK
That's indeed very immersive! ... but produces a heavy load. I scaled down the textures with Gimp (50%): that helped a lot -- and it’s quite beautiful enough.

Since I’m running the stable version of Minetest I had to comment out all lines related to store the player attributes storage (line 43 and lines 56-76).
So it works for me, anyway I’m playing singleplayer.

Re: [mod]skybox[skybox]

PostPosted: Sat Apr 22, 2017 19:05
by TumeniNodes
Very cool PEAK, thank you
I hadn't even thought of that.

time for me to go play :D

Re: [mod]skybox[skybox]

PostPosted: Sat Apr 22, 2017 19:08
by sofar
PEAK wrote:That's indeed very immersive! ... but produces a heavy load. I scaled down the textures with Gimp (50%): that helped a lot -- and it’s quite beautiful enough.


Only at startup (first server login), really. The size of the images doesn't affect cpu or gpu utilization.

If you're a minimalist, you should remove the textures that you're not using.

Re: [mod]skybox[skybox]

PostPosted: Sat Apr 22, 2017 19:14
by TumeniNodes
It would be awesome if there were a way to code in some animated overlays ; )
now those would add some proper lag :P

But I am more than thrilled with what you've done so far..., sofar (see what I did there?)
this is definitely a huge visual enhancement

Re: [mod]skybox[skybox]

PostPosted: Thu Apr 27, 2017 05:51
by sofar
https://www.youtube.com/watch?v=aiGSZR-q6AM

Image

Skybox textures AND clouds at the same time. I hope to be able to push this into minetest-0.4.16.

Re: [mod]skybox[skybox]

PostPosted: Thu Apr 27, 2017 06:12
by TumeniNodes
I think I just had a crisis (as Jeremy Clarkson puts it) :P

Anyone who opposes this should be politely, yet repeatedly hit on the head.

I am not usually one for such language but... NICE f@%#in work sofar!!!!! (whew, thankfully the filter kicked in)
I'm wicked excited about this... if it wasn't obvious yet

(next step) try to use this same method (sort of) for the sun and moon and set them on some sort of cycle movement :D

Re: [mod]skybox[skybox]

PostPosted: Thu Apr 27, 2017 15:41
by azekill_DIABLO
hail sofar god of minetest. YEESS!

Re: [mod]skybox[skybox]

PostPosted: Wed May 03, 2017 04:26
by sofar
The skybox mod as of now enables and tunes the clouds to match the skybox textures. This does require that you use a `git` build from today, or newer. It's probably best to wait for one of the semi-official builds before you try this, or you'll have to compile yourself.

Cheers,

Re: [mod]skybox[skybox]

PostPosted: Thu Jun 08, 2017 00:50
by TumeniNodes
sofar,

I have forked selected items from RBA's git repos.
I have not looked through most of it, just a bit here and there but, it would be really awesome to find out how the hell he produced this https://www.youtube.com/watch?v=_UO_8U3 ... yo&index=4

seems to be related to the axis of rotation of the skybox?

anyway, just thought i would throw this here. I am sure you have prob seen it in the past but, just in case.

Re: [mod]skybox[skybox]

PostPosted: Sat Jun 10, 2017 16:49
by azekill_DIABLO
wow.

Re: [mod]skybox[skybox]

PostPosted: Fri Jun 30, 2017 20:54
by sofar
TumeniNodes wrote:I have not looked through most of it, just a bit here and there but, it would be really awesome to find out how the hell he produced this https://www.youtube.com/watch?v=_UO_8U3 ... yo&index=4

seems to be related to the axis of rotation of the skybox?


The skybox itself is just a geometric object that has position, rotation, speed, etc.. What he does in the video is just slowly rotate the entire skybox over the Y axis.

It's certainly cool, but, there are some big problems with this approach, since it is very simplistic.

You can't do this in a mod.

There is a way to make this actually work well, and give it a good API, but it would basically throw away all the existing sky and skybox code, and would need an entirely new API.

Ideally, a future API would allow "sky objects" to be created independently, and have them of different types (e.g. "texture" for a star, moon or sun, or even a planet, spaceship, and a "box" type for things like clouds or star field, or majestic mountains, or deep blue sea etc.) and given them all parameters like order (z/depth), rotation axes, transparency, time related coefficients (day/night shading/blending etc).

Re: [mod]skybox[skybox]

PostPosted: Sat Jul 01, 2017 01:30
by TumeniNodes
Thanks for the info sofar, nice to be able to understand more about this.

And if a new API is built to facilitate this in the future, it will be well worth the wait.

And, btw..., welcome back.

Re: [mod]skybox[skybox]

PostPosted: Sat Jul 01, 2017 13:34
by azekill_DIABLO
that very nice work, i hope 5.0 will allow us to do much more!

Re: [mod]skybox[skybox]

PostPosted: Sat Dec 09, 2017 10:43
by mbb
Image