   help skybox
  i got the terrain now for the sky im really unsure how skyboxes work somebody could help me on this matter maybe a link to a tutorial.. anything that will help me outthanks in advance  
  All a skybox is is a cube with textures (presumeably that look like a background for your game) on it around the level.  Not too hard to impliment  ;  Check out http://www.32bits.co.uk/Go to the tutorials on the left side of the page, then to DirectX 8 tutorials, then to Terrain engine tutorials.Chris ;  any site with a direct X 9 sky box tutorial??? ;  All you have to do is create a box with normals pointed inward and either a) make it just small enough not to be clipped by your far clipping plane or b) Make it just big enough to not be clipped by your near clipping plane, turn off z-buffer, draw it, turn on z-buffer and then draw everything else.I don''t think it''s worth creating a tutorial over. ;  Hi!A sky box is, as you know, a simple way to but 360 degrees of background around the user. The simplest way to make one is to create six faces of a cube, textured on the inside. The vertex format is up to you; it only must have position and tex coords, but some people add normals etc. When you begin to render a frame, determine which faces are visible (there can be at most 3 unless you''re using an odd viewing frustum), turn off lighting and z-buffering (and anything else non-essential), rotate the faces to match the player (or camera) rotation, and draw them.Metaphorically, this is a cube centered on the player (camera) that moves with him, but has fixed rotation (so the user can rotate within). In other words, assuming you''ve got a player''s position and rotation, apply the rotation but NOT the position to the WORLD transform before drawing.If you''re new to 3D programming, remember these:1. The vertex winding is backwards from a normal cube, since the textures will be viewed from INSIDE (this matters if you''re using culling only)2. The size of the cube is irrelevant, so long as every pixel of it is always within the clipping area (between the front and back clipping planes). It''s distance doesn''t matter becuase the z-buffer is off, so everything rendered after the sky box goes right over it anyway.hScott ;  ok got it running but got a problem moving it as the camera moves if im lookin forward its all fine but if i turn the camera to the back and try to move the sky box moves towards me still moving forward it doesnt move in the direction im facing it just moves forward... and anyone know a site where i can get good sky textures.. and i noticed that you can see the cube lines as you look around is there any way to fix this or is it just a skybox problem if so what is a better method for doing a sky....thanks all for the advice ;  You can make a sky sphere...a little more complicated but not too hard.  It lessens the edge visibility.Chris ;  any tutorial on the net for the sky sphere? ;  I don't know if this is what Supernat02's referring to, but there is a simple tutorial at spheregames.com about skydomes, and skyplanes. I use a skydome to make the sky different colors depending on the time of day, then use an overlapping skyplane to draw the clouds.edit: I forgot to mention that the tutorial is in OpenGL, but I believe that the concepts are simple enough to be ported easily.sky-rendering techniques, please don't necro it   [edited by - psykr on February 3, 2004 7:07:59 PM]