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making a skybox...wow Rate Topic: -----

#1 User is offline   ZELLIS Icon

  • Account: zellis
  • Main tag: FSK405|
  • Joined: 28-February 10
  • Posts: 100

Posted 06 March 2005 - 10:05 AM

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

#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.

#3 User is offline   ZELLIS Icon

  • Account: zellis
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Posted 06 March 2005 - 09:20 PM

thanks for the reply, i have tried that but when i add the texture, it tiles it. is there a way then for me to strech the texture or scale it to cover the entire sky?

Zellis

#4 User is offline   tub (old) Icon

  • Joined: 07-February 04
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  • Locationut_abbey

Posted 07 March 2005 - 12:41 AM

Are you talking about radiant or in-game. It normally tiles in radiant and should be fine in-game.

#5 User is offline   ZELLIS Icon

  • Account: zellis
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Posted 07 March 2005 - 04:13 AM

its tiled in radiant and in the game if i make 4 walls with a celing and use a sky texture, it shows the texture tiled.

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#6 User is offline   Shminkyboy Icon

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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.

#7 User is offline   F for Fragging (old) Icon

  • Joined: 19-July 04
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  • LocationThe Netherlands

Posted 07 March 2005 - 07:17 PM

Make sure you apply the shader to the skybox, and not the texture.

#8 User is offline   ZELLIS Icon

  • Account: zellis
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  • Joined: 28-February 10
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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

#9 User is offline   Hybridesque (old) Icon

  • Joined: 08-February 04
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  • LocationBradford, UK

Posted 16 March 2005 - 07:22 AM

It'll be fine. It should show up in-game when you do a compile test and run it in Q3.

#10 User is offline   ZELLIS Icon

  • Account: zellis
  • Main tag: FSK405|
  • Joined: 28-February 10
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Posted 16 March 2005 - 03:09 PM

you see one of my problems. when i open jeffj in radiant, there are no shader files. box11 is not there. im doing something wrong but i dont know what.

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