Tu aura chaque face en fichier bmp enregistrés dans le dossier mère de Thief. Puis, il faut "monter" le cube .dds selon ce qui est dit dans la documentation dans modder_notes.txt
Cubemaps
--------
Cubemaps are supported through DDS files and require the game to run in DX9 mode, otherwise it will only load
the X+ cubemap face and treat it as a regular 2D texture.
Cubemaps can currently only be used for environment mapped material layers. Attempting to use them in any other
place will either result in only the X+ face being used as a regular 2D texture, artifacts or possibly a crash.
Mipmaps will not be automatically generated for cubemaps, the DDS file must contain them if they are desired.
It's possible to generate a cubemap of a location in a mission, using the command "envbox" in DromEd's game mode.
This works like the old "skybox" command, except it renders the entire scene from the player's current position,
instead of only the sky. The 6 resulting textures are the same as for "skybox", in fact the textures could be
used as an old sky.
When creating a DDS cubemap from the 6 files (north, south, east, west, top and bottom), the sides map as follows:
cube
face envbox/skybox side
---------------------------
X+ West
X- East
Y+ Top, rotate 90 CW
Y- Bottom, rotate 90 CCW
Z+ South
Z- North
With the nVidia DDS saver plugin for Photoshop you would create an image that has all 6 faces side by side like
this:
+-------+-------+-------+-------+-------+-------+
| W | E | T | B | S | N |
| | | 90° | 90° | | |
| | | CW | CCW | | |
+-------+-------+-------+-------+-------+-------+
For Direct3D documentation see
http://msdn.microsoft.com/en-us/library ... 85%29.aspxTout cela t'aidera certainement pour la réflexion. Pour une réflexion basée uniquement sur le ciel (et uniquement le ciel, sans les autres bruhs) la fonction skybox qui fonctionne de la même manière.