![]() ![]() So I would keep your source work for the cube map as six 4096x4096 textures, and if the actual cube map will end up a bit smaller in resolution, you'll be able to downsample to whatever the game actually expects. Something that looks good in 4K at 60☏oV should be sufficient. Just make sure it has high enough resolution. Other than that, so long as you keep your work in a lossless format, I don't think you'll have trouble converting it. That can be split between frames to keep cost to an absolute minimum while still providing realistic parallax and giving a bit more room to expanding the star systems in the future, but it seems unlikely that it'd be considered worth the trouble, so my money would still be on a single skybox texture. There is, potentially, a world where skybox is generated procedurally by rendering all the stars from a database. Please check here before contacting support, because we may already have an answer to your question. This Kerbal Space Program 2 knowledge base contains the most common problems and questions users have. It seems far more likely that there would be a single sky box with "distant" stars/galaxies painted into it and any of the reachable stars, which are the only ones that would likely have appreciable parallax, be rendered directly - similar to how moons and planets are handled in KSP. For all media, press and business development contact. It'd be a pain to blend them as you travel from one star system to another. Its sequel, Kerbal Space Program 2, has been fully redesigned from the ground up to meet the demands of modern and next-generation space exploration, all while maintaining the monumental foundations of the first game. I don't think multiple skyboxes make sense. The original Kerbal Space Program is one of the most beloved games of all time and, years after its release, it's bigger than ever before. ![]()
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