Help with skybox
#1
Posted 03 January 2011 - 05:54 PM
I wanna know how can I create a skybox?
I tryed several times and all I can get is a really dark map with a normal sky upon it.
The sky texture loads perfectely, but there is no sunlight.
I think the problem is in the .shader file.
If someone have some kind of tutorial about making a skybox or my own shader, I would apreciate
Sorry for asking that, but I looked up in the forum for the same kind of question, and all I could find was people saying to take sky shaders, but I don't know how to do that.
#2
Posted 03 January 2011 - 06:55 PM
vannik, on 03 January 2011 - 05:54 PM, said:
I wanna know how can I create a skybox?
I tryed several times and all I can get is a really dark map with a normal sky upon it.
The sky texture loads perfectely, but there is no sunlight.
I think the problem is in the .shader file.
If someone have some kind of tutorial about making a skybox or my own shader, I would apreciate
Sorry for asking that, but I looked up in the forum for the same kind of question, and all I could find was people saying to take sky shaders, but I don't know how to do that.
It sounds like you have forgotten the q3map_surfacelight element in your shader.
There are many tutorials on how to make your own skybox.
You can make it from photos or without.
http://www.interlope...tutorials/28841 making a skybox from a photo
If you look in the q3map2 shader manual you will find a example of a sky shader. http://www.robotrene...s.html#skyParms
Tell me if you need more.
This is a good place to start -> http://forums.urbant...l-design-links/
This post has been edited by DagF: 03 January 2011 - 06:58 PM
#3
Posted 03 January 2011 - 08:34 PM
Well, I'll post my arena.shader here:
textures/Arena/sky
{
qer_editorimage textures/Arena/sky.tga
q3map_lightsubdivide 256
q3map_surfacelight 400
surfaceparm sky
q3map_sun 1 0.9 0.7 135 30 60
skyparms env/Arena/arena 512 -
surfaceparm noimpact
surfaceparm nolightmap
q3map_globaltexture
}
#4
Posted 03 January 2011 - 08:45 PM
vannik, on 03 January 2011 - 08:34 PM, said:
Well, I'll post my arena.shader here:
textures/Arena/sky
{
qer_editorimage textures/Arena/sky.tga
q3map_lightsubdivide 256
q3map_surfacelight 400
surfaceparm sky
q3map_sun 1 0.9 0.7 135 30 60
skyparms env/Arena/arena 512 -
surfaceparm noimpact
surfaceparm nolightmap
q3map_globaltexture
}
do you have the shader in your shaderlist?
#5
Posted 03 January 2011 - 09:28 PM
theRipper, on 03 January 2011 - 08:45 PM, said:
Yes, I do. Well, I think I do.
I noticed that bullets can hit the skybox, so it's only a texture placed on a brush, but it don't act like a skybox. So it looks like that only one part of the .shader is working.
I think the problem is in the shaderlist...
well, I really don't know if I correctly added my shader in the shader list.
How can i do it?
#6
Posted 03 January 2011 - 09:47 PM
(i also add it as //*shadername* after the first in the shaderlist, as that is what have been done in the orginal shaderlist).
Just one thing that i got ripped at some time ago... Dont use uppercase letters. Some linux issue if you mixes up uppercase and normal.
#7
Posted 03 January 2011 - 09:50 PM
vannik, on 03 January 2011 - 09:28 PM, said:
I noticed that bullets can hit the skybox, so it's only a texture placed on a brush, but it don't act like a skybox. So it looks like that only one part of the .shader is working.
I think the problem is in the shaderlist...
well, I really don't know if I correctly added my shader in the shader list.
How can i do it?
thats just a textured brush then. hence the no lighting.
do what dagf says :)
your shaderlist.txt is in the q3ut4/scripts folder
#8
Posted 03 January 2011 - 10:44 PM
I discovered the problem.
I did everything correctly inside the shaderlist
but the shaderlist was named "shaderlist.txt"
then, after downloading again the same version of the shaderlist, downloaded from another site, I noticed that the new one was named "shaderlist", without the ".txt" in the end. Then I just renamed the old one and it worked! It looks like the gtkradiant couldn't recognize the shaderlist.
Others shaders I used in other maps are also working fine now.
Thanks for leading me to the problem.
And sorry for bothering you guys and for my bad english, I'm not so used to write in english.