Oinker Posted June 27, 2021 Share Posted June 27, 2021 This thread is for Modders to get information from the KSP2 game developers and fellow coders to create mods/addons/art/sound to enhance the experience of KSP2. Link to comment Share on other sites More sharing options...
Oinker Posted June 27, 2021 Author Share Posted June 27, 2021 Hi. I would like to have Day-1 mods available for KSP 2 skyboxes. I need to know the supported and preferred formats of the skyboxes in KSP 2. I assume that the home solar system has a set skybox which I would like to replace directly. And there are other (maybe infinite) solar systems with different skyboxes. My plan is create a milky way skybox for the Kerbin system and then generate skyboxes for other systems based upon their proximity to the Kerbin system and each other, thus creating a cohesive galactic sky-map. Link to comment Share on other sites More sharing options...
K^2 Posted June 27, 2021 Share Posted June 27, 2021 I don't think multiple skyboxes make sense. It'd be a pain to blend them as you travel from one star system to another. 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. There is, potentially, a world where skybox is generated procedurally by rendering all the stars from a database. 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. Other than that, so long as you keep your work in a lossless format, I don't think you'll have trouble converting it. Just make sure it has high enough resolution. Something that looks good in 4K at 60°FoV should be sufficient. 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. Link to comment Share on other sites More sharing options...
Jack Mcslay Posted June 29, 2021 Share Posted June 29, 2021 (edited) If someone were to mod in wormholes to very distant stars additional skyboxes makes perfect sense. Also, I think it would be neat if nearby stars are to be implemented using particles and have the skybox only deal with the galactic ring. It would look far better, specially if there are individually flickering stars. Edited June 29, 2021 by Jack Mcslay Link to comment Share on other sites More sharing options...
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