Change of Skyboxes


(Berzerkr) #1

Don’t want to hijack Avoc’s thread with this, so a new one.

I played around with the skies of the stock-maps and it was possible for me to change the skyboxes of Fueldump, Goldrush and Oasis.

Works well so far, but how can I remove the Sun and the Moon for Oasis and Goldrush?
How can I change the skybox for Battery, Railgun and Radar?

The attached file is only a example (Sorry Avoc for ruining the skybox you made).

:stroggtapir:


(IndyJones) #2

what about making a fully transparent .tga and using it as a moon/sun?


(trAnc3) #3

r_drawsun 0
will remove sun/moon.


(eiM) #4

The problem with maps like Radar Battery and suchs will be the fog I guess. You cant erase that without a new compile and due to that the skybox may look ugly. Other than that I will have a look on the scripts later.


(th0rn3) #5

As Indy said, replace sun with transparent tga. And if fog is a sprite the replace it too. And not to ruin other maps, add some remapshaders to the script


(merlin1991) #6

I’m not sure how the sun placed on these maps, but if it is placed by shader, write a new shader that has no sun!

edit: here is the goldrushshader:

textures/skies/sd_goldrush
{
	qer_editorimage textures/skies/sky_8.tga
	q3map_skylight 65 3
	q3map_sun 0.3 0.3 0.45 60 35 45
	nocompress
	skyparms - 200 -
	sunshader textures/skies_sd/full_moon2
	surfaceparm noimpact
	surfaceparm nolightmap
	surfaceparm sky
	
	skyparms textures/skies_sd/wurzburg_env/sky 512 -
 
	
	{	fog off
		map textures/skies_sd/goldrush_clouds.tga
		tcMod scale 5 5
		tcMod scroll 0.0015 -0.003
		rgbGen identityLighting
	}


	{	fog off
		map textures/skies/nightsky1.jpg
		tcMod scale 10 10
		blendfunc add
		rgbGen identityLighting
	}

	{
		fog off
		clampmap textures/skies_sd/goldrush_mask.tga
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
		tcMod scale 0.956 0.956
		tcMod transform 1 0 0 1 -1 -1
		// rgbGen identityLighting
		//rgbGen const ( 0.6 0.6 0.6 ) 
		rgbGen const ( 0.4 0.4 0.4 ) 
	}
}

that line creates the sun:

sunshader textures/skies_sd/full_moon2

so if you do a pak like z_skychangepak with a shader that overwrites this shader you should be able todo anything

no need to play around with scripts and remapshader


(.Chris.) #7

You do unless you want to ruin all maps that use the sky you are replacing, a script with remapshader ensures it only happens to what you intend the replacement for. Personally I hate all texture mods and similar nonsensical mods that servers insist on using.


(merlin1991) #8

okay, but true mappers use their own skybox :infiltrator: