skydome

Premade map objects and sections that can be used in user maps.
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optic delusion
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skydome

Post by optic delusion » Sat Dec 29, 2007 7:55 am

A skydome i dreamed up tonight. It's a geodesic dome that is spheremap textured on the inside. Drawinfo (of course), I applied a slight angvel, looks pretty good.
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bzfi0008.png
bzfi0008.png (178.78 KiB) Viewed 1823 times
skydome.bzw
(20.22 KiB) Downloaded 487 times
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Post by optic delusion » Sun Dec 30, 2007 12:32 am

It will scale nicely to different sized worlds.

If you look in the lod section of the bzw, you will see an empty line. I have deleted one line there. If you re-add this line, it will add a floor to the dome. Just paste this back into the lod:
polygon 151 149 148 147 146 145 144 143 142 141 140 139 138 137 136 135


I have made the dome exactly big enough, that if you take your tank into the corner of a default-sized world, the clipping plane begins to appear in the opposite corner.
Is there a way to adjust sphere and extents to fine-tune the location of an object's clipping plane?
Take a look at my Defender game mode concept.

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Post by Legolas_ » Mon Dec 31, 2007 12:17 am

Good work Optic! Its nice to see draw info's being used constructively!

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Post by silver surfer » Wed Jan 02, 2008 3:51 pm

you know what would be awsome... If you put like some paintings on it or something like some objects... something like that thing called the like 9th chapel or something...(I've been there) but that would be awsome

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Post by joevano » Wed Jan 02, 2008 4:23 pm

silver surfer wrote:you know what would be awsome... If you put like some paintings on it or something like some objects... something like that thing called the like 9th chapel or something...(I've been there) but that would be awsome
Do you mean the Sistine Chapel at the Vatican??
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Post by silver surfer » Wed Jan 02, 2008 6:59 pm

yes... my b

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Post by optic delusion » Thu Jan 03, 2008 12:57 am

The problem is the clipping plane.. when you go all the way in a corner amd look towards the opposite corner, you can just barely see the clipping plane appear as the edges move by. (in a default-sized world)
I solved that problem by grouping it and applying scale.
Scale 0.99 0.99

What would be ultra cool would be to place some items in front of it, to provide perspective, but that is difficult because it's very close to the edge of the world.

Keep an eye on the directory that the image is in. More good skydomes and skyboxes might appear. I'm also gonna put some new planet textures in there. http://cbg.bzflag.org/images/A-Delusion/skyboxes/
Take a look at my Defender game mode concept.

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Post by anomaly » Thu Jan 31, 2008 1:05 am

Really nice! I am using your skydome on alachua.homelinux.net stonehenge map. I used your grouping tweak. works great. Thanks :D

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Re: skydome

Post by Cobra_Fast » Thu Jun 03, 2010 4:39 pm

An unhandled win32 exception occured in bzfs.exe [292].
BZFlag 2.0.16 Server, when using this skydome in any way (as is or in a define and group).

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Re: skydome

Post by blast » Thu Jun 03, 2010 8:59 pm

Worked fine for me...

Code: Select all

C:\Program Files\BZFlag2.0.16>bzfs -world skydome.bzw -a 0 0 -d
LIBCURL version:  libcurl/7.19.4 c-ares/1.5.1
Map size: uncompressed = 7517, compressed = 3538
style: 10
There is a voting arbiter with the following settings:
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        veto time is 2 seconds
        votes required are 2
        vote percentage necessary is 50.099998
        vote repeat time is 300 seconds
        available voters is initially set to 200
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Re: skydome

Post by Cobra_Fast » Thu Jun 03, 2010 9:08 pm

When adding -d to the statup command it works, if i leave out the debbugging option it fails with the exception above.
It seems only to appear when including the skydome.bzw into another map; running the skydome on its own does run well.
I'm sitting on Windows XP SP3.

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Re: skydome

Post by blast » Thu Jun 03, 2010 10:22 pm

You'll have to provide a complete test environment for me so I can try to duplicate. I made a map file with just an include to the skydome file and it worked.
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Re: skydome

Post by Cobra_Fast » Fri Jun 04, 2010 10:12 am

Actually im trying to include it into my pandora map which's got a load of meshes and objects and stuff in it; might there be a limit of certain things you can use?

Did a JIT-Debug:
Unhandled exception 0x0048ff85 in bzfs.exe: 0xC0000005: Access violation reading location 0x00bcc000.
This same thing appears infinite times (appears do be stuck in loop).
Disassembly lines (">" points at the exception line):

Code: Select all

  0048FF83  fstp        dword ptr [ecx] 
> 0048FF85  fld         dword ptr [edx+4] 
  0048FF88  fld         dword ptr [ecx+4] 
Call Stack:

Code: Select all

>  bzfs.exe!0048ff85() 	
 	[Frames below may be incorrect and/or missing, no symbols loaded for bzfs.exe]	
 	bzfs.exe!0049c798() 	
 	bzfs.exe!00453975() 	
 	bzfs.exe!004d1913() 	
 	bzfs.exe!0044bdca() 	
 	ntdll.dll!7c91d99a() 	
 	kernel32.dll!7c810f63() 	
 	kernel32.dll!7c8109ff() 	
 	kernel32.dll!7c810f63() 	
 	kernel32.dll!7c80ee58() 	
 	shlwapi.dll!77f488e7() 	
 	shlwapi.dll!77f488fa() 	
 	shlwapi.dll!77f48f10() 	
 	ntdll.dll!7c91cffa() 	
 	ntdll.dll!7c92a2a3() 	
 	ntdll.dll!7c92a401() 	
 	ntdll.dll!7c92988f() 	
 	ntdll.dll!7c91cf7a() 	
 	ntdll.dll!7c92a2a3() 	
 	ntdll.dll!7c9218c0() 	
 	ntdll.dll!7c921028() 	
 	ntdll.dll!7c921028() 	
 	ntdll.dll!7c920902() 	
 	ntdll.dll!7c92005d() 	
 	ntdll.dll!7c920222() 	
 	ntdll.dll!7c920222() 	
 	ntdll.dll!7c9201db() 	
 	ntdll.dll!7c920222() 	
 	ntdll.dll!7c9201db() 	
 	ntdll.dll!7c923416() 	
 	msvcr90.dll!785435eb() 	
 	msvcr90.dll!7858cd75() 	
 	msvcr90.dll!78542e2b() 	
 	msvcr90.dll!785421e7() 	
 	msvcr90.dll!7858ce75() 	
 	bzfs.exe!004c55df() 	
 	bzfs.exe!004c5665() 	
 	bzfs.exe!004d9e37() 	
 	msvcr90.dll!78542201() 	
 	bzfs.exe!004c5995() 	
 	kernel32.dll!7c817077() 	
Couldn't get more out of the debug (maybe ill be abled to do more if someone teaches me on how to do so)... Hope it's a help.

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Re: skydome

Post by blast » Fri Jun 04, 2010 3:04 pm

Yeah, that information isn't really useful. You'd have to compile a debug version of BZFlag and get a backtrace.
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Improved skydome

Post by optic delusion » Sat Dec 17, 2011 4:41 am

skydome_perfect.bzw
improved
(21.98 KiB) Downloaded 99 times
Here's an improved version.
Texcoords are 100 percent perfect.
No longer can use the floor polygons.
Notice how large portions of the image are not displayed. Any replacement image must have similar properties.
Take a look at my Defender game mode concept.

Thinking is not an automatic process. A man can choose to think or to let his mind stagnate, or he can choose actively to turn against his intelligence, to evade his knowledge, to subvert his reason. If he refuses to think, he courts disaster: he cannot with impunity reject his means of perceiving reality.

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