im guessing that in radiant the"skybox" tab is to create a sky for your map correct? and if so, how do you minipulate it to to fit over your map?
my goal is to have a nice simple blus sky
thanks
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making a skybox...wow
#2 Guest_Psyche911
Posted 06 March 2005 - 11:07 AM
To be honest, I'm not sure what that button is for, but I'm almost positive it's not exactly what you're looking for.
Instead, make a big box around your map and texture the inside faces with sky textures (Textures > sky, etc.).
That's the most basic way, at least.
Instead, make a big box around your map and texture the inside faces with sky textures (Textures > sky, etc.).
That's the most basic way, at least.
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#6
Posted 07 March 2005 - 06:50 AM
there's something wrong wth your sky shaderif you have one
look at how the skyshader is done in other maps and fix your sky shader
If you dont have a skyshader then youve got to make one for that texture
Here's a night-time skyshader:
textures/ut_suburb2a/chnightsky
{
qer_editorimage textures/ut_suburb2a/shm_nightclouds.tga
q3map_lightImage textures/ut_suburb2a/nightsky_light.tga
// light values tuned for -gamma 2.3 -compensate 4
q3map_sunext 0.7529411764705882352941176471 0.8627450980392156862745098039 1 35 52 76 2 8
q3map_skylight 45 3
surfaceparm sky
surfaceparm noimpact
surfaceparm nolightmap
surfaceparm nodlight
skyparms textures/ut_suburb2a/env/sky 512 -
nopicmip
{
map textures/ut_suburb2a/shm_nightclouds.tga
tcMod scroll 0.0045 -0.0075
rgbGen identityLighting
}
{
map textures/ut_suburb2a/shm_sky_mask.tga
blendFunc GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA
tcMod transform 0.325 0 0 0.325 0.1075 0.1075
rgbGen identityLighting
}
}
the shader references in bold is what makes sky textures look skylike in game. The sky texture has to tile though if you plan to make it move. regardless.
look at how the skyshader is done in other maps and fix your sky shader
If you dont have a skyshader then youve got to make one for that texture
Here's a night-time skyshader:
textures/ut_suburb2a/chnightsky
{
qer_editorimage textures/ut_suburb2a/shm_nightclouds.tga
q3map_lightImage textures/ut_suburb2a/nightsky_light.tga
// light values tuned for -gamma 2.3 -compensate 4
q3map_sunext 0.7529411764705882352941176471 0.8627450980392156862745098039 1 35 52 76 2 8
q3map_skylight 45 3
surfaceparm sky
surfaceparm noimpact
surfaceparm nolightmap
surfaceparm nodlight
skyparms textures/ut_suburb2a/env/sky 512 -
nopicmip
{
map textures/ut_suburb2a/shm_nightclouds.tga
tcMod scroll 0.0045 -0.0075
rgbGen identityLighting
}
{
map textures/ut_suburb2a/shm_sky_mask.tga
blendFunc GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA
tcMod transform 0.325 0 0 0.325 0.1075 0.1075
rgbGen identityLighting
}
}
the shader references in bold is what makes sky textures look skylike in game. The sky texture has to tile though if you plan to make it move. regardless.
#8
Posted 16 March 2005 - 06:11 AM
ok i have a image called box11.tga this image is located in :quake3/q3ut3/Env/box11/box11.tga. I have a shader called box11.shader. this file is located in: quake3/q3ut3/scripts/box11.shader.
here is the shader file...
textures/jeffj/box11
{
qer_editorimage textures/jeffj/box11
surfaceparm noimpact
surfaceparm nolightmap
surfaceparm sky
q3map_sunExt .9 .9 .9 80 90 25 2 64
q3map_lightmapFilterRadius 0 64
q3map_skylight 50 3
skyparms env/box11/box11 - -
}
now in radiant, i go to load "jeffj" from the texture tab, i clicket it, and it loades a series of textures but never my box11 shader or texture.
what am i doing wrong?
the file im trying to load is from the "skybox_pack" from the map-depot.
thanks
shawn
here is the shader file...
textures/jeffj/box11
{
qer_editorimage textures/jeffj/box11
surfaceparm noimpact
surfaceparm nolightmap
surfaceparm sky
q3map_sunExt .9 .9 .9 80 90 25 2 64
q3map_lightmapFilterRadius 0 64
q3map_skylight 50 3
skyparms env/box11/box11 - -
}
now in radiant, i go to load "jeffj" from the texture tab, i clicket it, and it loades a series of textures but never my box11 shader or texture.
what am i doing wrong?
the file im trying to load is from the "skybox_pack" from the map-depot.
thanks
shawn
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