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How they were generated

sources/data/images/NewGame/BUILD.md

3.1b-R14945 B
Original Source

This is the cubemap used when creating a new game.

How they were generated

Requirement: texconv.exe from https://github.com/Microsoft/DirectXTex

HDR

  • Open hemisphere_cube_32_glay.psd
  • Resize to 128
  • Hide sun layer
  • Export as HDR
  • Open in PTgui=>Tools=>Convert to QTVR/Cubic ** Choose Cylindrical ** Size 256, Cubeface strip 6x1, hdr ** Save
  • Open in Photoshop again
  • Fill the holes (bottom/top)
  • Swap faces so that order is: Side, Side, Top, Bottom, Side, Side (Top and Bottom were at the end)
  • Export to RGBA32 with NVIDIA DDS plugin
  • Use texconv.exe to convert to F16: texconv.exe test128.dds -o converted -f R16G16B16A16_FLOAT -m 8

LDR

  • Open hemisphere_cube_32_glay.psd
  • Resize to 128
  • Hide sun layer
  • Photoshop: Image=>Mode=>8 Bits/Channel
    • When asked to merge layers, choose "Merge"
    • Choose "Exposure and Gamma" HDR toning method
  • Export to RGB8 with NVIDIA DDS plugin
  • Use texconv.exe to convert to BC7