Best way to create planet atmosphers?

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Doh.

"Life imitating art"... first Blitz-site was down and I couldn't post my new pics, then my own site went down almost the minute after Blitz-site came back:


Hello.

The server was down because a file system was corrupted. Our tech tried to
repair the errors, but without any luck. We have to restore all accounts using
the latest backup. It was created 3 days ago.

Sorry, for inconvenience.

Thank you.



Alrighty... my site seems to be up now, but those images I uploaded vanished because they were uploaded after the server backup was made... I have the files here at work, but don't have my logins... ANYWAYS, got new nebula and starfield looking like I want them to look.

That starfield & nebula .B3D object will be quite useful to anyone who want "instant space background" for their games or demos because it's really easy to load and use:

; Load background starfield and nebula

	BG_starfield_and_nebula = LoadMesh("starfield_and_nebula.B3D")
	EntityOrder BG_starfield_and_nebula,1
	EntityFX BG_starfield_and_nebula,1


Only thing you have to do during gameloop is to move the starfield & nebula object whenever you move the camera (position, NOT rotation!).

I like to model my sky/spaceboxes so that they are tiny, but rendered first - that way I don't get so much CameraRange problems and can disable screen clearing because the box is "airtight".

Actually the box is a combination of barrel and sphere... barrel being the fullbright bg-nebula and sphere being additive starfield inside it. Starfield and Nebula maps tile of course.

As for the specular map - I cheated! :) I created shiny specular ball and have on top of that another slightly bigger ball that has a map w/ alpha channel... transparent areas showing the shiny sea through. Alphamap would make it possible to have "slighty shiny" areas too but I really only need on/off type of mask, so even maskcolor would work... infact it might be even better because to my knowledge it isn't as problematic as alpha when it comes to z-sorting.