Graphics Programs Reference
In-Depth Information
15. In the UV/Image Editor, go to
Image → Save As
, then browse to the
tex
folder and
select the
bake-skymap.tga
image, and make sure to set the
File Type
to
Targa
and enable
Relative Path
(
Save As
panel in the left-hand side sidebar of the
File
Browser
). Then click on the
Save As
buton in the top right-hand side. Ater saving
successfully, the
Image
menu shouldn't have the asterisk we saw before, meaning
the shown image is synchronized with the file in the hard disk.
Taking a closer look at the baked image, you may noice a black background that
doesn't play so well with the sky map. Let's go to Gimp to perform a basic fix for
that.
16. Open the
bake-skymap.tga
image in Gimp, which now shows the baked result,
and choose the
Color Picker
from the toolbox; then pick the color of one of the
bluish pixels in the border of the bake, switch to the
Bucket
tool, and perform a
click on the black region to fill it with the blue color. This way the bake will look
much beter than with that black spot. Remember to go to
File → Save
and close
the image (keep Gimp open).
17. Then we must go back to Blender and go to
Image → Reload
in the UV/Image
Editor, to refresh the image data from the hard disk.
Finally, we only need to perform a couple of steps to get the bake correctly set up
for the Game Engine.
18. With the
skydome
selected, go to the
Material
tab of the Properies Editor and
delete the
perfectGlass
material. Then add a new material, change its name to
skyBackground
, and set it as follows:
F
Diffuse color: 0.0 Red, 0.0 Green, 0.0 Blue (Diffuse panel)
F
Shadeless: Enabled (Shading panel)
19. Ater seing the material, let's go to the
Texture
tab of the Properies Editor, add a
new texture, and name it as
skyBg
. Then set its
Type
to
Image or Movie
. Having
the type of texture set, let's go to the
Image
panel and click on the drop-down
menu with the landscape icon and select the
bake-skymap.tga
image from the
list, then coninue seing the texture as follows:
F
Mapping panel:
Coordinates: UV
Layer: skymap
F
Blend: Add (Influence panel)