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Step 3: Post Processing

Whew! We're almost there (and I am getting pretty tired of writing documentation :-P). At this point you should have your two parabolic images rendered by POVray. Using our map hive example from earlier, you might have two images similar to the ones shown below. Note that the room I selected for this particular shot was nearly symmetrical, which is why the images look like they are mirrored. Depending on the location you selected, the images will probably look very different.

1.tga (front) 2.tga (back)
Front Parabolic Image Back Parabolic Image

POVray should have rendered both of these images at 1024x1024, so they are much too large to be used for environment maps in the engine on most cards (definitely not for the game release). You need to resize the textures down to 256x256 or less. Your choice of resizing algorithm in Photoshop (bicubic, bilinear, etc.) or whatever paint program you use, is entirely up to you. If you are going for a smoothed reflective look, I would recommend bilinear interpolation to a lower resolution and maybe a pass or two with a blur filter. If you want razor-sharp reflections, use bicubic and stay above 128x128. Although the final textures need not be square, both the width and the height MUST be a power of 2, since they are textures directly uploaded to the card. In addition, although environment map textures up to 1024x1024 are supported by Anachronox, such a large file size is not supported on most of the lower end cards and may cause the computer to freeze when loaded on those systems.

Final Texture Renaming

Let's take a look in the gamedir /anoxdata/graphics/env/.

 Volume in drive V is ION_STORM
 Volume Serial Number is 1234-5678

 Directory of V:\Anachronox\anoxdata\graphics\env

12/04/2000  03:45p      <DIR>          .
12/04/2000  03:45p      <DIR>          ..
12/01/2000  11:52p      <DIR>          alphamap
12/03/2000  11:58a               5,061 blank_bk.png
12/03/2000  11:58a               5,061 blank_ft.png
12/01/2000  10:33p              75,486 blue_bk.png
12/01/2000  10:33p              73,521 blue_ft.png
12/01/2000  10:29p              22,914 envtest_bk.png
12/01/2000  10:29p              17,521 envtest_ft.png
12/04/2000  01:42p             116,395 hive1_bk.png
12/04/2000  01:43p             119,089 hive1_ft.png
12/04/2000  12:54p              65,337 joeyproc_bk.png
12/04/2000  12:54p              65,641 joeyproc_ft.png
12/03/2000  11:54a             112,693 nwhit_bk.png
12/03/2000  11:53a              99,998 nwhit_ft.png
12/01/2000  10:32p              71,370 tensil_bk.png
12/01/2000  10:32p              70,780 tensil_ft.png
              14 File(s)        920,867 bytes
               3 Dir(s)     999,999,999 bytes free

Notice that all the environment map textures are in pairs, that they are all in the PNG file format, and that they end in _ft or _bk. Select an unused base name for your new environment map, and save your now resized files as follows:

Of course, you should replace basename with a name of your choosing. Now we have completed all the steps necessary to prepare parabolic environment map textures for Anachronox. All that remains is for us to use them, as described in the next step.

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