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GTK Radiant Add A SkyBox And A Sun Rate Topic: ***** 1 Votes

#1 User is offline   xlr8r3 Icon

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Posted 04 June 2010 - 09:36 PM

I couldnt find any of those topics on the radiant manual, so im posting this here.

How do we add a skybox and a sun? Is there any special property we give the light entity? For skyboxes do we make a hollow caulk textured box, then texture only one of the faces with a sky texture? what?

also for adding player clip textures, all we have to do is basically place the brush correct? or do we configure it or something?

i textured one of the faces only, and used the devmap command and it replied that the map could not be found, even that all my previous map loads were successful. what am i doing wrong?

Thanks

#2 User is offline   Rylius Icon

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Posted 04 June 2010 - 11:35 PM

There are multiple ways to create a skybox, the most simple one is to cover all open ends of the map where it should end with a caulk brush and texture the visible face with a sky shader.
You can also create an empty 'room' and place a _skybox entity in it, everything this entity sees will be used as the sky.
A sun can be added through the sky shader, take a look at the manual:
http://heppler.com/shader/

Playerclip textured brushes block movement where they are, just put them where players shouldnt be. :)

Guess ya should take a look at some tutorials:
http://forums.urbant...l-design-links/
http://gotdelirium.c...title=Main_Page

#3 User is offline   xlr8r3 Icon

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Posted 05 June 2010 - 01:48 AM

View PostRylius, on 04 June 2010 - 11:35 PM, said:

There are multiple ways to create a skybox, the most simple one is to cover all open ends of the map where it should end with a caulk brush and texture the visible face with a sky shader.
You can also create an empty 'room' and place a _skybox entity in it, everything this entity sees will be used as the sky.
A sun can be added through the sky shader, take a look at the manual:
http://heppler.com/shader/

Playerclip textured brushes block movement where they are, just put them where players shouldnt be. :)

Guess ya should take a look at some tutorials:
http://forums.urbant...l-design-links/
http://gotdelirium.c...title=Main_Page


i didnt get any of that, Valves hammer maping software was so much easier xD so many codes one has to add just for shaders xD ok, so how do we do it exactly to make a skybox? do we make a hollow box around the map and texture only the inside of it? what about the sun? could you make a video of you doing it or just specify how to do it exactly?

#4 User is offline   Rylius Icon

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Posted 05 June 2010 - 11:24 AM

Lets say this is our map.
http://imagesload.net/img/map15.png
For the Skybox we add 3 Brushes, like this:
http://imagesload.net/img/map26.png
And from the inside it looks like this:
http://imagesload.net/img/map33.png
This is an example of how it should not look:
http://imagesload.net/img/map51.png

For a sun, take a look at this:
http://heppler.com/s...ection4.htm#4.4
An example shader could look like this:
textures/map/sky1
{ 
	qer_editorimage textures/map/sky.tga
	q3map_globaltexture
	q3map_backsplash 0 0 
	q3map_sun 1 1 1 2000 220 90
	surfaceparm sky
	surfaceparm nolightmap
	surfaceparm noimpact
	skyparms env/ut_subway - - 
}
This would give you a quite bright, white sun coming from the north in an steep angle.
(Change 'map' to your mapname of course)

http://imagesload.net/img/map41.png
The whole section covered with playerclip will block movement
(thats bad design, normally you should block that with fences or walls and put clip on top of that :))

Hope you're understanding this now and I didn't tell you anything too wrong :laugh:

#5 User is offline   NulL Icon

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Posted 05 June 2010 - 12:04 PM

Further to Rylius' example pictures, each separate area (atrium) of the map should have its own sky that fits neatly around the edge of that atrium.

eg:
Posted Image
Posted Image

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#6 User is offline   doctorme Icon

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Posted 28 November 2011 - 12:58 AM

NulL and Rylius, thank you.

#7 User is offline   ninjalug Icon

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Posted 27 February 2012 - 12:16 AM

Rylius, thanks for the info! Very helpful.

#8 User is offline   Megamindbrian Icon

Posted 28 August 2019 - 07:46 PM

View PostRylius, on 04 June 2010 - 11:35 PM, said:

There are multiple ways to create a skybox, the most simple one is to cover all open ends of the map where it should end with a caulk brush and texture the visible face with a sky shader.
You can also create an empty 'room' and place a _skybox entity in it, everything this entity sees will be used as the sky.
A sun can be added through the sky shader, take a look at the manual:
http://heppler.com/shader/

Playerclip textured brushes block movement where they are, just put them where players shouldnt be. :)

Guess ya should take a look at some tutorials:
http://forums.urbant...l-design-links/
http://gotdelirium.c...title=Main_Page



Thanks, but those links don't work anymore ;)

#9 User is offline   Sneaks Icon

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Posted 31 August 2019 - 06:00 AM

View PostMegamindbrian, on 28 August 2019 - 07:46 PM, said:

Thanks, but those links don't work anymore ;)


Make a large box around your map

Apply a 'sky' texture to the inside of the box

below is an example sky texture shader


textures/ut4_maptexurefolder/maptexturesky
{
	qer_editorimage textures/ut4_maptexurefolder/maptexturesky.tga			//name it .tga even if it is not

	q3map_lightmapFilterRadius 0 8							//#self, #other surfaces //gaussian blur level
//	q3map_lightsubdivide 386							//use q3map_skyLight instead
	q3map_backsplash 0 0								//turns off q3map_backSplash default [self lighting effect]
	q3map_sunExt 0.95 0.74 0.705 250 290 50 1 2
//	q3map_sunExt 0.9 0.8 0.7 250 290 50 1 2					//always sunExt //#r #g #b, #intensity[contrast; high is dark shadow], #degrees[0east 90north 180west 270south], #elevation [0sunrise/sunset 90noon], #deviance, #samples
	q3map_skyLight 305 3						// 275 3	//INTENSITY [brightness; high is brighter] 	//#light brightness value, #transition quality[smoothness]
//	q3map_lightRGB 0.735 0.685 0.355						//use q3map_sunExt instead, this line did not affect bounced light
	q3map_noFog

	surfaceparm sky
	surfaceparm noimpact
	surfaceparm nolightmap
	surfaceparm nodlight

	skyparms env/ut4_maptexurefolder/maptexturesky 1024 -				//scrolling clouds must have this value
	nopicmip
	nomipmaps
	{
		map textures/ut4_maptexurefolder/maptexturesky.tga
		tcMod scale 1 1								//scale 1=100% 2=50%
		rgbGen identityLighting
	}
	{
		clampmap textures/ut4_maptexurefolder/maptexturesky_mask.tga
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
		tcMod transform 1 0.1 0.1 1 -1 -1
		tcMod scale .5 .5							//tcMod scale .6 .6
	}
}




That shader is more complex than needs to be, but is one I'm currently using
I have changed paths, and also changed some values for this example

all comments after // on a line are not read by the compiler
these are either 'switched off' or personal notes I use for reference

The box around the map would be called the 'hull'
A map's 'hull' should have beveled edges.

#10 User is offline   Sneaks Icon

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Posted 31 August 2019 - 06:05 AM

perhaps it is a good idea to post a specific question as a new topic if you are still unsure, also find CMM, and Discord is also a good place to find people in the know

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