HELLO
hmm… im having a self contained box, textured with my custom sky shader, and inside there is a skyportal entity. and i have a huge box room - the 2 stuff is far away from each other; far away enough - , with some of the walls caulked (to see the sky). when the sky shader was incorrect i had hom effects but now i cant find any more errors in it on my own; and i dont have hom neither, but orange grid. texture is 256x256 jpg. (dont accept tga i can only save in indexed not in rgb
).
it is showing up in rad correctly. also showing up ingame correctly the same jpg if used as a texture and not as a skybox stuff.
the shader: (the 2 stuff at the bottom are just copy pasted, dont really understand it but it was told that they are making clouds. anyway i guess the problem is not wtih those)
textures/danube_a1/skybox
{
skyparms textures/danube_a1/skybox/skybox_env/sky 256 -
q3map_sunExt 1 1 1 50 -35 25 3 32 //red green blue intensity degrees elevation
q3map_skylight 50 2
nocompress
surfaceparm sky
surfaceparm noimpact
surfaceparm nolightmap
surfaceparm nodlight
surfaceparm nomarks
qer_editorimage textures/danube_a1/skybox/sky.jpg
{
map textures/skies/dimclouds.tga
tcMod turb 0 0.001 0.5 0.001
tcMod scale 3 3
tcMod scroll 0.01 0.01
blendFunc GL_ONE GL_ONE_MINUS_SRC_COLOR
depthWrite
}
{
map textures/skies/pjbasesky.tga
blendfunc GL_ONE GL_ONE
tcMod scroll -0.01 -0.01
tcMod scale 5 5
}
}
the paths: et mapping/etmain/textures/danube_a1/skybox/skybox_env/sky_up.jpg, sky_dn.jpg, et c.; the editorimage is one level upper (not in s._env dir but in s.).
compiling with q3map2build, -et; -meta -v; -fast -v, -fast -v (bsp vis light)
oh and everything else is ok, i mean at the non caulked walls i see the shadow cast by the “sun”, the map is lit as it should, i just cant see my sky but orange stuff. for comparison, when my shader was wrong (possibly it is still but not to that extent) then i had hom effects at the caulked walls, and complete darkness except in the light entites’ radii
:s)