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Replacing skyboxes in existing zones?

By FiftyTifty
in Level Design

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A big problem with the vanilla zones is that the skies are extremely low resolution, with the clouds being generated at run-time. WotLK has higher resolution skyboxes, not great ones mind, but better than vanillas. Unfortunately, the original ones were not remade, and look like they're made up of 64x64 textures.

I've found the Lightmapper that shows the skybox ID's, but the WotLK nodes are extremely small, with most of the map not being covered by any pins. So how do I, say, find the skybox ID for the majority Grizzly Hills? Or even better, is it possible to have an actual texture rendered on the skybox, so I can create proper high detail skies?

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Classic  procedural generated sky are, hardcoded. Can only change color and density.

For search (and change) any Skybox

1. See in Lightmaper  Lightid for needed area.

2. Find this ID in Light.dbc 

3. Remember Lightparams_0-3 (0-sunny, 1-underwater, 2-storm, 3 - underwater storm)

4. In LightParams.dbc see all this LightSkyboxID 

5. And find him in LightSkybox.dbc

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1 hour ago, Gratural said:

Classic  procedural generated sky are, hardcoded. Can only change color and density.

For search (and change) any Skybox

1. See in Lightmaper  Lightid for needed area.

2. Find this ID in Light.dbc 

3. Remember Lightparams_0-3 (0-sunny, 1-underwater, 2-storm, 3 - underwater storm)

4. In LightParams.dbc see all this LightSkyboxID 

5. And find him in LightSkybox.dbc

Thanks for giving me the step-by-step. It turns out that Northrend's LightID's are organized differently, with the default ones used in zones having a minimal radius, whereas in vanilla the default ones are applied to the whole map, and are located in the corner of the map data.

Trouble is, I can't tell which map pins in LightMapper apply the zone-wide LightIDs. Any idea how I can find them?

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