Spacescape - Space Skybox Tool

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petrocket
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Re: Spacescape - Space Skybox Tool

Post by petrocket » Wed Aug 03, 2011 6:28 pm

Wow, it has been a while.
Sadr wrote:I'd greatly appreciate a cross-platform version of this. Looks like an outstanding piece of software!

Please merge your work with Svenstaro's, either on GitHub or your own SF repo.
I did merge most if not all my work with Svenstaro's and upgraded Ogre to 1.7 for the latest build. I haven't spent much time on Spacescape since then, but did spend some time trying to make the OSX version. Just low on time, not interest.
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simonelimone
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Re: Spacescape - Space Skybox Tool

Post by simonelimone » Mon Dec 05, 2011 7:20 pm

hi all,
sorry for my orrible english.
i've a big problem, I hope you understand and can help me!
when i try to export my skybox or the example they look in a red color. how can i resolve this problem?
this is the log file

Code: Select all

19:04:45: Creating resource group General
19:04:45: Creating resource group Internal
19:04:45: Creating resource group Autodetect
19:04:45: SceneManagerFactory for type 'DefaultSceneManager' registered.
19:04:45: Registering ResourceManager for type Material
19:04:45: Registering ResourceManager for type Mesh
19:04:45: Registering ResourceManager for type Skeleton
19:04:45: MovableObjectFactory for type 'ParticleSystem' registered.
19:04:45: OverlayElementFactory for type Panel registered.
19:04:45: OverlayElementFactory for type BorderPanel registered.
19:04:45: OverlayElementFactory for type TextArea registered.
19:04:45: Registering ResourceManager for type Font
19:04:45: ArchiveFactory for archive type FileSystem registered.
19:04:45: ArchiveFactory for archive type Zip registered.
19:04:45: DDS codec registering
19:04:45: FreeImage version: 3.13.1
19:04:45: This program uses FreeImage, a free, open source image library supporting all common bitmap formats. See http://freeimage.sourceforge.net for details
19:04:45: Supported formats: bmp,ico,jpg,jif,jpeg,jpe,jng,koa,iff,lbm,mng,pbm,pbm,pcd,pcx,pgm,pgm,png,ppm,ppm,ras,tga,targa,tif,tiff,wap,wbmp,wbm,psd,cut,xbm,xpm,gif,hdr,g3,sgi,exr,j2k,j2c,jp2,pfm,pct,pict,pic,bay,bmq,cr2,crw,cs1,dc2,dcr,dng,erf,fff,hdr,k25,kdc,mdc,mos,mrw,nef,orf,pef,pxn,raf,raw,rdc,sr2,srf,arw,3fr,cine,ia,kc2,mef,nrw,qtk,rw2,sti,drf,dsc,ptx,cap,iiq,rwz
19:04:45: Registering ResourceManager for type HighLevelGpuProgram
19:04:45: Registering ResourceManager for type Compositor
19:04:45: MovableObjectFactory for type 'Entity' registered.
19:04:45: MovableObjectFactory for type 'Light' registered.
19:04:45: MovableObjectFactory for type 'BillboardSet' registered.
19:04:45: MovableObjectFactory for type 'ManualObject' registered.
19:04:45: MovableObjectFactory for type 'BillboardChain' registered.
19:04:45: MovableObjectFactory for type 'RibbonTrail' registered.
19:04:45: Loading library .\RenderSystem_GL
19:04:45: Installing plugin: GL RenderSystem
19:04:45: OpenGL Rendering Subsystem created.
19:04:45: Plugin successfully installed
19:04:45: Loading library .\Plugin_Spacescape
19:04:45: Installing plugin: Spacescape
19:04:45: Plugin successfully installed
19:04:45: *-*-* OGRE Initialising
19:04:45: *-*-* Version 1.7.1 (Cthugha)
19:04:45: CPU Identifier & Features
19:04:45: -------------------------
19:04:45:  *   CPU ID: GenuineIntel: Intel(R) Core(TM)2 Duo CPU     T6570  @ 2.10GHz
19:04:45:  *      SSE: yes
19:04:45:  *     SSE2: yes
19:04:45:  *     SSE3: yes
19:04:45:  *      MMX: yes
19:04:45:  *   MMXEXT: yes
19:04:45:  *    3DNOW: no
19:04:45:  * 3DNOWEXT: no
19:04:45:  *     CMOV: yes
19:04:45:  *      TSC: yes
19:04:45:  *      FPU: yes
19:04:45:  *      PRO: yes
19:04:45:  *       HT: no
19:04:45: -------------------------
19:04:45: *** Starting Win32GL Subsystem ***
19:04:45: GLRenderSystem::_createRenderWindow "View37360608", 568x481 windowed  miscParams: externalWindowHandle=787402 
19:04:45: GL_VERSION = 2.1.0 - Build 8.15.10.2057
19:04:45: GL_VENDOR = Intel
19:04:45: GL_RENDERER = Mobile Intel(R) 4 Series Express Chipset Family
19:04:45: GL_EXTENSIONS = GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_blend_color GL_EXT_abgr GL_EXT_texture3D GL_EXT_clip_volume_hint GL_EXT_compiled_vertex_array GL_SGIS_texture_edge_clamp GL_SGIS_generate_mipmap GL_EXT_draw_range_elements GL_SGIS_texture_lod GL_EXT_rescale_normal GL_EXT_packed_pixels GL_EXT_separate_specular_color GL_ARB_multitexture GL_EXT_texture_env_combine GL_EXT_bgra GL_EXT_blend_func_separate GL_EXT_secondary_color GL_EXT_fog_coord GL_EXT_texture_env_add GL_ARB_texture_cube_map GL_ARB_transpose_matrix GL_ARB_texture_env_add GL_IBM_texture_mirrored_repeat GL_EXT_multi_draw_arrays GL_NV_blend_square GL_ARB_texture_compression GL_3DFX_texture_compression_FXT1 GL_EXT_texture_filter_anisotropic GL_ARB_texture_border_clamp GL_ARB_point_parameters GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_env_crossbar GL_EXT_texture_compression_s3tc GL_ARB_shadow GL_ARB_window_pos GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_ARB_vertex_program GL_EXT_texture_rectangle GL_ARB_fragment_program GL_EXT_stencil_two_side GL_ATI_separate_stencil GL_ARB_vertex_buffer_object GL_EXT_texture_lod_bias GL_ARB_occlusion_query GL_ARB_fragment_shader GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_non_power_of_two GL_ARB_vertex_shader GL_NV_texgen_reflection GL_ARB_point_sprite GL_EXT_blend_equation_separate GL_ARB_depth_texture GL_ARB_texture_rectangle GL_ARB_draw_buffers GL_ARB_pixel_buffer_object GL_WIN_swap_hint GL_EXT_framebuffer_object GL_EXT_texture_sRGB GL_ARB_color_buffer_float GL_ARB_half_float_pixel GL_ARB_texture_float GL_NV_conditional_render GL_EXT_texture_swizzle GL_ARB_draw_instanced 
19:04:45: Supported WGL extensions: WGL_ARB_buffer_region WGL_ARB_extensions_string WGL_ARB_make_current_read WGL_ARB_pixel_format WGL_ARB_pbuffer WGL_EXT_extensions_string WGL_EXT_swap_control WGL_ARB_pixel_format_float 
19:04:45: ***************************
19:04:45: *** GL Renderer Started ***
19:04:45: ***************************
19:04:45: Registering ResourceManager for type GpuProgram
19:04:45: GLSL support detected
19:04:45: GL: Using GL_EXT_framebuffer_object for rendering to textures (best)
19:04:45: FBO PF_UNKNOWN depth/stencil support: D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 
19:04:45: FBO PF_R5G6B5 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 
19:04:45: FBO PF_B5G6R5 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 
19:04:45: FBO PF_R8G8B8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 
19:04:45: FBO PF_B8G8R8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 
19:04:45: FBO PF_A8R8G8B8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 
19:04:45: FBO PF_B8G8R8A8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 
19:04:45: FBO PF_FLOAT16_RGB depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 
19:04:45: FBO PF_FLOAT16_RGBA depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 
19:04:45: FBO PF_FLOAT32_RGB depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 
19:04:45: FBO PF_FLOAT32_RGBA depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 
19:04:45: FBO PF_X8R8G8B8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 
19:04:45: FBO PF_X8B8G8R8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 
19:04:45: FBO PF_R3G3B2 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 
19:04:45: [GL] : Valid FBO targets PF_UNKNOWN PF_R5G6B5 PF_B5G6R5 PF_R8G8B8 PF_B8G8R8 PF_A8R8G8B8 PF_B8G8R8A8 PF_FLOAT16_RGB PF_FLOAT16_RGBA PF_FLOAT32_RGB PF_FLOAT32_RGBA PF_X8R8G8B8 PF_X8B8G8R8 PF_R3G3B2 
19:04:45: RenderSystem capabilities
19:04:45: -------------------------
19:04:45: RenderSystem Name: OpenGL Rendering Subsystem
19:04:45: GPU Vendor: intel
19:04:45: Device Name: Mobile Intel(R) 4 Series Express Chipset Family
19:04:45: Driver Version: 2.1.0.0
19:04:45:  * Fixed function pipeline: yes
19:04:45:  * Hardware generation of mipmaps: no
19:04:45:  * Texture blending: yes
19:04:45:  * Anisotropic texture filtering: yes
19:04:45:  * Dot product texture operation: yes
19:04:45:  * Cube mapping: yes
19:04:45:  * Hardware stencil buffer: yes
19:04:45:    - Stencil depth: 8
19:04:45:    - Two sided stencil support: yes
19:04:45:    - Wrap stencil values: yes
19:04:45:  * Hardware vertex / index buffers: yes
19:04:45:  * Vertex programs: yes
19:04:45:  * Number of floating-point constants for vertex programs: 128
19:04:45:  * Number of integer constants for vertex programs: 0
19:04:45:  * Number of boolean constants for vertex programs: 0
19:04:45:  * Fragment programs: yes
19:04:45:  * Number of floating-point constants for fragment programs: 128
19:04:45:  * Number of integer constants for fragment programs: 0
19:04:45:  * Number of boolean constants for fragment programs: 0
19:04:45:  * Geometry programs: no
19:04:45:  * Number of floating-point constants for geometry programs: 0
19:04:45:  * Number of integer constants for geometry programs: 0
19:04:45:  * Number of boolean constants for geometry programs: 0
19:04:45:  * Supported Shader Profiles: arbfp1 arbvp1 glsl
19:04:45:  * Texture Compression: yes
19:04:45:    - DXT: yes
19:04:45:    - VTC: no
19:04:45:    - PVRTC: no
19:04:45:  * Scissor Rectangle: yes
19:04:45:  * Hardware Occlusion Query: yes
19:04:45:  * User clip planes: yes
19:04:45:  * VET_UBYTE4 vertex element type: yes
19:04:45:  * Infinite far plane projection: yes
19:04:45:  * Hardware render-to-texture: yes
19:04:45:  * Floating point textures: yes
19:04:45:  * Non-power-of-two textures: yes
19:04:45:  * Volume textures: yes
19:04:45:  * Multiple Render Targets: 7
19:04:45:    - With different bit depths: yes
19:04:45:  * Point Sprites: yes
19:04:45:  * Extended point parameters: yes
19:04:45:  * Max Point Size: 255
19:04:45:  * Vertex texture fetch: yes
19:04:45:  * Number of world matrices: 0
19:04:45:  * Number of texture units: 16
19:04:45:  * Stencil buffer depth: 8
19:04:45:  * Number of vertex blend matrices: 0
19:04:45:    - Max vertex textures: 16
19:04:45:    - Vertex textures shared: yes
19:04:45:  * Render to Vertex Buffer : no
19:04:45:  * GL 1.5 without VBO workaround: no
19:04:45:  * Frame Buffer objects: yes
19:04:45:  * Frame Buffer objects (ARB extension): no
19:04:45:  * Frame Buffer objects (ATI extension): no
19:04:45:  * PBuffer support: no
19:04:45:  * GL 1.5 without HW-occlusion workaround: no
19:04:45: Registering ResourceManager for type Texture
19:04:45: DefaultWorkQueue('Root') initialising on thread 0.
19:04:45: Particle Renderer Type 'billboard' registered
19:04:45: DefaultWorkQueue('Root')::WorkerFunc - thread 82969728 starting.
19:04:45: DefaultWorkQueue('Root')::WorkerFunc - thread 82969320 starting.
19:04:45: Added resource location '../../../media' of type 'FileSystem' to resource group 'General'
19:04:45: Added resource location '../../../media/materials/textures' of type 'FileSystem' to resource group 'General'
19:04:45: Parsing scripts for resource group Autodetect
19:04:45: Finished parsing scripts for resource group Autodetect
19:04:45: Parsing scripts for resource group General
19:04:45: Finished parsing scripts for resource group General
19:04:45: Parsing scripts for resource group Internal
19:04:45: Finished parsing scripts for resource group Internal
19:04:50: Loading C:/Users/User.User-HP/Downloads/Spacescape-0.3/Spacescape/save/purple-nebula.xml
19:04:50: Creating Noise SpacescapeLayer
19:04:50: GLSL compiled : spacescape_noise_glsl_vpNo errors.
19:04:50: GLSL compiled : spacescape_noise_glsl_fbm_fpNo errors.
19:04:50: GLSL compiled : spacescape_noise_glsl_ridged_fpNo errors.
19:04:50: GLSL link result : No errors.
19:04:50: Creating Noise SpacescapeLayer
19:04:50: GLSL link result : No errors.
19:04:50: Creating Noise SpacescapeLayer
19:04:50: Error prior to using GLSL Program Object : enumeratore non validoNo errors.
19:04:50: Creating Points SpacescapeLayer
19:04:50: Error prior to using GLSL Program Object : enumeratore non validoNo errors.
19:04:51: Creating Points SpacescapeLayer
19:04:51: Error prior to using GLSL Program Object : enumeratore non validoNo errors.
19:04:52: Creating Billboards SpacescapeLayer
19:04:52: Texture: flare-blue-spikey1.png: Loading 1 faces(PF_A8R8G8B8,512x512x1) with 9 generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
19:04:52: Error prior to using GLSL Program Object : enumeratore non validoNo errors.
19:04:52: Creating Billboards SpacescapeLayer
19:04:53: Texture: flare-blue-purple2.png: Loading 1 faces(PF_A8R8G8B8,512x512x1) with 9 generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
19:04:53: Error prior to using GLSL Program Object : enumeratore non validoNo errors.
19:04:53: Creating Noise SpacescapeLayer
19:04:53: Error prior to using GLSL Program Object : enumeratore non validoNo errors.
19:04:53: Creating Points SpacescapeLayer
19:04:54: Error prior to using GLSL Program Object : enumeratore non validoNo errors.
19:04:55: Creating Points SpacescapeLayer
19:04:55: Error prior to using GLSL Program Object : enumeratore non validoNo errors.
19:04:56: Creating Noise SpacescapeLayer
19:04:56: Error prior to using GLSL Program Object : enumeratore non validoNo errors.
19:04:56: Creating Billboards SpacescapeLayer
19:04:56: Texture: flare-red1.png: Loading 1 faces(PF_A8R8G8B8,512x512x1) with 9 generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
19:05:11: Writing to file C:/Users/User.User-HP/Downloads/Spacescape-0.3/Spacescape/app/win/release/u.png size: 2048
19:05:11: Updating RTT
19:05:11: Saving image C:/Users/User.User-HP/Downloads/Spacescape-0.3/Spacescape/app/win/release/u_right1.png
19:05:15: Saving image C:/Users/User.User-HP/Downloads/Spacescape-0.3/Spacescape/app/win/release/u_left2.png
19:05:18: Saving image C:/Users/User.User-HP/Downloads/Spacescape-0.3/Spacescape/app/win/release/u_top3.png
19:05:22: Saving image C:/Users/User.User-HP/Downloads/Spacescape-0.3/Spacescape/app/win/release/u_bottom4.png
19:05:25: Saving image C:/Users/User.User-HP/Downloads/Spacescape-0.3/Spacescape/app/win/release/u_front5.png
19:05:28: Saving image C:/Users/User.User-HP/Downloads/Spacescape-0.3/Spacescape/app/win/release/u_back6.png
19:05:32: Export complete
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Yati
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Re: Spacescape - Space Skybox Tool

Post by Yati » Tue Dec 13, 2011 7:01 am

Wowee! This is really cool! I'm gonna go make a asteroids clone! :)
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petrocket
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OSX Version now available

Post by petrocket » Thu Sep 04, 2014 3:32 pm

Spacescape now has a working OSX version!

https://sourceforge.net/projects/spacescape/files/osx/

Also, a new release with some additional features is in the works.
New features include:
  • - HDR support
    - Debug box that shows the outline of the skybox faces in app.
    - Export for different engines (Unity, Unreal Engine etc.)
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mrmclovin
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Re: Spacescape - Space Skybox Tool

Post by mrmclovin » Wed Sep 17, 2014 11:03 pm

This looks fantastic and I'd like to check it out. I get this exception when I try to run the app:
Process: Spacescape [14145]
Path: /Users/USER/Downloads/Spacescape.app/Contents/MacOS/Spacescape
Identifier: Spacescape
Version: ???
Code Type: X86-64 (Native)
Parent Process: launchd [161]
Responsible: Spacescape [14145]
User ID: 501

Date/Time: 2014-09-18 00:02:10.774 +0200
OS Version: Mac OS X 10.9.4 (13E28)
Report Version: 11
Anonymous UUID: 9E56688E-AACA-0446-EAEF-D0DBDC8CD19D

Sleep/Wake UUID: 18F4D326-607E-446D-A58D-4E928B717920

Crashed Thread: 0

Exception Type: EXC_BREAKPOINT (SIGTRAP)
Exception Codes: 0x0000000000000002, 0x0000000000000000

Application Specific Information:
dyld: launch, loading dependent libraries

Dyld Error Message:
Library not loaded: @rpath/Plugin_Spacescape.framework/Versions/ver1/Plugin_Spacescape
Referenced from: /Users/USER/Downloads/Spacescape.app/Contents/MacOS/Spacescape
Reason: image not found

Binary Images:
0x7fff65995000 - 0x7fff659c8817 dyld (239.4) <042C4CED-6FB2-3B1C-948B-CAF2EE3B9F7A> /usr/lib/dyld
Looks like im missing the Plugin_Spacescape. Where can I find that? :)
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chaosavy
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Re: Spacescape - Space Skybox Tool

Post by chaosavy » Wed May 30, 2018 4:24 pm

Not sure if it is appropriate to post here - but Void Destroyer 2 is now using the a modified version of the Spacescape plug in.

A new trailer (with the most recent version/work) -





Wip videos:

Wip 1 -




Wip 2 -




Wip 3 -





Thanks for a great tool!
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paroj
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Re: Spacescape - Space Skybox Tool

Post by paroj » Thu May 31, 2018 1:23 pm

chaosavy wrote:
Wed May 30, 2018 4:24 pm
Not sure if it is appropriate to post here - but Void Destroyer 2 is now using the a modified version of the Spacescape plug in.
thanks for bringing this to attention. I took a quick look and fixed the build with Ogre 1.10+ here:
https://github.com/petrocket/spacescape/pull/2

do you mind sharing your modifications as well?
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chaosavy
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Re: Spacescape - Space Skybox Tool

Post by chaosavy » Thu May 31, 2018 3:15 pm

Well.. I don't mind, but what I did - instead of using it as a plug in, I copy/pasted the code into my project. It's very similar in structure, but I added a sort of a manager class that adds/removes the layers (I'm using most of them as scaled nodes, versus attached to the camera, so that the player can "fly" through them). The biggest thing would be the fade in/out which is just simply multiplying the color based on a timer and that's very simple. My biggest hurdles were figuring out how it works and using it properly (some settings/use would give me horrible artifacts).

So my mods are fairly specific to my use, barely touch the rendering side, rename various things, etc etc.

Oh and I have a newborn son on my hands (very often literally! heh heh), so at the moment I have very little mental and time capacity ;)
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