add texure folder names to shaderlist.txt (not the path, just the foldername)
add shader file names to shaderlist.txt (without the .shader part)
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making a skybox...wow
#12
Posted 13 April 2005 - 03:11 AM
The texture in the textures/jeffj/ folder is just for seeing it in radiant (it doesn't even have to exist because there will be the "shader missing" texture with its name on it). It is referenced in the shader for Box11 with the line "qer_editorimage textures/jeffj/box11" but isn't the actual texture for the sky box. Put this texture on the skybox brushes in radiant and the shader will load the real sky box textures (which are in env/box11/ )
The shader calls the real sky box textures with the last line "skyparms env/box11/box11 - - " There should be 5 or 6 textures for the sky (the bottom is usually not used since you can't see it in most maps). They will be named something like box11_bk (back) box11_ft (front) box11_dn (down often not included) box11_lf (left) box11_rt (right) and box11_up. The code knows how to put these together when the map is compiled.
You can use any texture to represent your sky box shader (you're really just calling the shader which will load the textures). Some mappers use a texture that is similar to the colour of the light in their map. You can also use one of the sky box textures for this image but be aware that the colours are picked up by the light in the map. It's easy to get lighting that is too blue this way. Sunlight is nicest when it has some yellow in it like it has at sunset hence the popularity of sunset photos. If you don't want the sky box to influence the colour of the light in the map at all then do not use an editor image and just put on the "shader missing" texture that is the same name as the skybox. This will still call the shader but won't influence the light's colour.
Good luck,
Blade
The shader calls the real sky box textures with the last line "skyparms env/box11/box11 - - " There should be 5 or 6 textures for the sky (the bottom is usually not used since you can't see it in most maps). They will be named something like box11_bk (back) box11_ft (front) box11_dn (down often not included) box11_lf (left) box11_rt (right) and box11_up. The code knows how to put these together when the map is compiled.
You can use any texture to represent your sky box shader (you're really just calling the shader which will load the textures). Some mappers use a texture that is similar to the colour of the light in their map. You can also use one of the sky box textures for this image but be aware that the colours are picked up by the light in the map. It's easy to get lighting that is too blue this way. Sunlight is nicest when it has some yellow in it like it has at sunset hence the popularity of sunset photos. If you don't want the sky box to influence the colour of the light in the map at all then do not use an editor image and just put on the "shader missing" texture that is the same name as the skybox. This will still call the shader but won't influence the light's colour.
Good luck,
Blade
#13
Posted 13 April 2005 - 09:36 AM
Quote
If you don't want the sky box to influence the colour of the light in the map at all then do not use an editor image and just put on the "shader missing" texture that is the same name as the skybox. This will still call the shader but won't influence the light's colour.
Even better is controlling the ambient light from the sky with this keyword in the skybox shader:
q3map_lightRGB 0.784 0.816 1
The values here yield the slightly blue ambience on Oildepot. They are in a 0 - 1 scale just like the Radiant lights or q3map_sun / q3map_sunExt.
With this you can still have a image on the skyboxes in Radiant instead of the shader image missing icon.
cheers
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#17
Posted 23 April 2005 - 04:04 AM
hey guys... thanks for all the good info here, jut as an update my original post , i was having problems getting any sky box to work, well after alot of time learning the structure of the shader files, i figured out the sky_box pak i downloaded and was trying to access was not setup correctly for me. after tweeking the shader file to point to the correct image files all my problems were fixed. but it rased new questions for me. example: in radiant under textures, there a hundreds of brushes under different directories. for sake of argument, lets just say i find a brush i want to use but i want to edit the image slightly and the image is located in the path "LOADED: textures/jeffj/stonewall4". my question is how can i find the jeffj directory to find the stonewall4.tga? ive opened countless pk3 files in my q3ut directory looking for this jeffj, but nothing. any ideas?
thanks.
thanks.
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