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Skybox compatibility Rate Topic: -----

#1 User is offline   Piloups (old) Icon

  • Joined: 05-May 09
  • Posts: 6

Posted 25 September 2009 - 05:24 PM

Hi all,
I made a map that works fine on urt.
The problem come when it is played on quake 3 (see below), the env/sky seems to not be loaded or used.
If someone got this problem and fixed it, I'll appreciate the clue ;)

EDIT : oooops, posted that with my son account...
Kr0t4L

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#2 User is offline   NulL Icon

  •   former FS member   
    Level Designer
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Posted 25 September 2009 - 05:39 PM

Are the sky shaders and textures accessible to quake3?

Can you paste the shader here please?

What shaderfile is it in?

Where are the textures?

#3 User is offline   Kr0t4L (old) Icon

  • Joined: 06-December 08
  • Posts: 80

Posted 25 September 2009 - 06:34 PM

The bmp textures are in /env/skyp/

The shader :
textures/esa_p/skyp
{
	qer_editorimage env/skyp/skyp_up.bmp	  
	q3map_skylight 400 9
        q3map_sunExt 248 232 190 450 130 55 3 16
	q3map_lightRGB 197 255 240
        q3map_lightmapFilterRadius 0 64	
        q3map_backsplash 0 0
	q3map_color 
	surfaceparm sky
	surfaceparm noimpact
	surfaceparm nolightmap
	nopicmip
	nomipmaps
	skyparms env/skyp/skyp - -
}


In GTKRadiant 1.5.0, WorldSpawn :
_ambient 25
_blocksize 1024 1024 2048
_color .85 .85 1
_mingridlight 40
enablePrecip 2
precipAmount 256

Compiled with Q3map2 Toolz :
"C:mappingUrbanTerrorq3ut4q3map_2.5.16_win32_x86q3map2.exe" -meta -fs_basepath "C:mappingUrbanTerror" "C:mappingUrbanTerrorq3ut4mapsut4_nepal.map"
"C:mappingUrbanTerrorq3ut4q3map_2.5.16_win32_x86q3map2.exe" -vis -fs_basepath "C:mappingUrbanTerror" "C:mappingUrbanTerrorq3ut4mapsut4_nepal.bsp"
"C:mappingUrbanTerrorq3ut4q3map_2.5.16_win32_x86q3map2.exe" -light -bounce 3 -fastbounce -filter -patchshadows -super 2 -fs_basepath "C:mappingUrbanTerror" "C:mappingUrbanTerrorq3ut4mapsut4_nepal.bsp"


All is fine with urt.
What do you mean by:

Quote

Are the sky shaders and textures accessible to quake3?


#4 User is offline   NulL Icon

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    Level Designer
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Posted 25 September 2009 - 06:52 PM

huh, why are you using .bmp?

You can only use tgas or jpegs. (preferably tgas)

#5 User is offline   Kr0t4L (old) Icon

  • Joined: 06-December 08
  • Posts: 80

Posted 25 September 2009 - 07:19 PM

Ok, I just changed the sky format and I'll try it.
I'll let you know about this fix.

Thx for your quick reply.

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#6 User is offline   Delirium Icon

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Posted 25 September 2009 - 11:27 PM

Quote

In GTKRadiant 1.5.0, WorldSpawn :
_ambient 25
_blocksize 1024 1024 2048
_color .85 .85 1
_mingridlight 40
enablePrecip 2
precipAmount 256



don't use _ambient, it looks rather awkward. use _minlight if anything

also
with your _blocksize you should only increase the size if its an open map, and to completely remove splits along the Z axis, use 1024 1024 0 I dont use splits along the Z axis often, only if the map has some verticalness then i would

#7 User is offline   Kr0t4L (old) Icon

  • Joined: 06-December 08
  • Posts: 80

Posted 26 September 2009 - 01:08 AM

The $NulL fix works fine. +1
I dunno why I used bmp...  :roll:

Thx all for help.

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