Air Strikes, skyboxes, please help


(joop sloop) #21

Nope, haven’t tinkered with any cvar set…


(Shallow) #22

Shaders in most Q3 engine games should always refer to textures with the TGA extension, even if they are actually JPEGs. I haven’t tested this in ET but I’m willing to assume it’s the case.

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

It seems a little daft at first but it’s actually very convenient - if you change a texture used in lots of shaders (an environment map for example) from a TGA to a JPEG you don’t need to go back and edit all the shaders.

I seem to remember Paul Jaquays saying that in Quake 3, the JPEG support was added at the last minute so they could compress the textures a bit and fit the game onto one CD!

You also have two skyparms lines - although what normally happens here is that the second one gets ignored I think.