Air Strikes, skyboxes, please help


(Xerroz) #1

i keep reading that you need a sky box/skyportal to be able to use airtrikes as fo, could someone post what you have todo to get this working please.


(lennyballa) #2

Well, make a box around the map with a skie texture, not that hard. Just choose one with a white box around it


(Harty) #3

lol, like the sig lennyball :clap:


(*[SfS]*OpTeRoN) #4

Sky shader…not sky texture…
Make sure you sky you choose has a white square about the sample image in radiant.


(lennyballa) #5

white square, white box is the same? right?


(Xerroz) #6

I still dont seem to understand, i make a simple map thats just a box and make the ceiling the fueldump sky, but it still does nto work :\ :banghead: im confused


(ziege) #7

Use the search.

Only skies that work are:
sd_wurzburgsky
sd_goldrush
sd_batterysky

Why the others don’t work is one of the great mysteries of life.


(skinner) #8

except its

format c:


([rD]MrPink) #9

Isn’t there also a method of skyboxing where you make a small box outside of your map with what you want people to see in the distance and stick some kind of entity inside of that box, then the players see this when running around the map?


(ziege) #10

Yes! I’m glad you bought this up…

Terrain-based skybox http://www.nibsworld.com/rtcw/tutorial_skybox.shtml

I had a go at this once, it’s weird at first as you’re doing the tut you’re thinking “there’s no way this is gonna work…how can it…it’s just a lil box outside my map…” – But it works, and it’s awesome. Apparantly the first level of RTCW was done like it (mountains). I have some crazy ideas on how to (ab)use this feature in future :smiley:

Only problems is, when I tried the tut I got HOM for my sky (other than that it worked). I didn’t try messing with the sky textures or anything, and maybe could fix it if I go back and try experiment more, but if anyone knows how it should be set up to get rid of the HOM then it’d be much appreciated.


(Xerroz) #11

format c:\ huh? maybe you should try to learn something, its format c:\ -y, otherwise it prompts you, and oh yea, im on linux…good day :smiley:


(Xerroz) #12

correction on my corrrect :smiley: format c: -Y ; :stuck_out_tongue:


(Xerroz) #13

ok so the skybox has to be an exact replaca of the map but smaller? whats an easy way todo this? obviously you wouldnt want to make two maps teh exact same but one shrunk to very very small :\


(Xerroz) #14

nm nm i mis read it :smiley:


(lennyballa) #15

I know about the sig, i did this with expression just incase someone would really do it and then blame me… :bump:


(Xerroz) #16

lol


(lennyballa) #17

LoL this is spammin let’s get back on topic.
Into the skies_sd folder there’s a texture called sd_siwa or siwa_sd, you can’t see it in the editor, but it exists ingame. To see it, look at my map desertfortress, i used that one.


(joop sloop) #18

digs up acient topic

I made my own skybox texture by copying the shader code from one of the working sky-textures (I hope!) But all I get is the Hall OF Mirrors as sky :confused:

Any ideas on what I’m doing wrong?


textures/ammorun_ice/sunny_sky
{
	qer_editorimage textures/ammorun_ice/sunny_sky.jpg
	q3map_globaltexture
	q3map_lightsubdivide 1024
	q3map_sun 0.55 0.55 0.55 90 220 60
	q3map_surfacelight 90
	skyparms - 200 -
	surfaceparm nodlight
	surfaceparm noimpact
	surfaceparm nolightmap
	surfaceparm sky
	
	skyparms - 128 -
	{
		map textures/ammorun_ice/sunny_sky.jpg
		tcMod scroll 0.1 0.1
		tcMod scale 3 2
	}
}

BTw, I’m getting HOM even when I use on of the original working sky textures…


(joop sloop) #19

anyone with an idea? Please?


(chavo_one) #20

Do you have the cvar r_fastsky set?

You shouldn’t.