curved skybox


(mlyn3k*) #1

well,

this is my shader:

textures/gam_skies/psychodel_skybox
{
	qer_editorimage textures/gam_skies/psy1.jpg
      q3map_lightrgb 1.0 1.0 1.0
	q3map_surfacelight 100
	surfaceparm noimpact
        surfaceparm nodlight
	surfaceparm nolightmap
	surfaceparm sky

	skyparms 512 - -
	
  	nocompress
	nopicmip

	{	
		map textures/gamma_mill_psy/flower.jpg

	}
}

i want to do a psychodelic skybox with one texture.
with ‘skyparms 512 - -’ everything looks nice enough (nice curved psychodel sky ;0)
but there is a problem: i wanna have skybox’s floor too :roll:
plz dont tell me that i should do traditional skybox with 6 walls -i dont want to copy one texture 6 times :stuck_out_tongue: and btw this curve looks better :slight_smile:
is there a way to extend that sky-curve that it cover the floor?


(carnage) #2

although i don’t understand your question exactly i think i have some idea of what you are talking about

the answer is what you don’t want to hear. use a traditional skybox. there is no requirement that you use the same texture on all six sides. you can have a separate texture for all six sides allowing you to have a floor


(mlyn3k*) #3

:slight_smile:
'was afraid that i didnt write it too clearly

when i use my shader the skybox dont have floor. i want to do a skybox in that way but with floor of course (some tcMod cmmand?). can u help me?

if i make traditional skybox with six separate files (_dn _lf etc) i ll be not able to give them some properties like rotating or scrolling (remember that skybox want to be ~acid~ :wink:

of course i can use ‘skyparms textures/skies_sd/wurzburg_env/sky 512 -’
and make traditional skybox with second acid-layer (clouds) but again there will bo no ‘clouds’ on skybox’s floor.

how can i do that floor that it looks like other sides of skybox/clouds?

(sry for bad english btw)


(==Troy==) #4

Cant you just place a mover into the skybox with textures that you need? I think the principle is the same as in UT2000, you generally placing something into the skybox, and it is projected on the map. Guess you can even have an airplane flying above…

Btw, I have tried to do a skybox, but have a very nooby question (even for a separate topic) what texture have to have the map boundaries? Skybox texture? Or caulk? Or something else?


(carnage) #5

its been a while since i last tried editing skyboxes but i think you can only get shader stuff working on the top side for clouds etc

the only think i could think of is instead of actually providing a _bottom texture for your skybox try referencing another shader. if i get some free time later ill have a better look at some skybox shaders


(kamikazee) #6

Common skyboxes always result in HOM effects if you look down at the skyboxes’ floor, even if it ain’t assigned to a floor brush.

I’d just try to hide it or replace it with another texture, like carnage said.


(mlyn3k*) #7

it is easy to place sth on sky of course
but there is a problem if u want it to act like skt/clouds etc

right, but it works on all sides (up, left, right, front, back - ur indside big can without on side - the bottom in game)
so i just want to add ‘clouds’ to down side : )

i think that maybe tcMod transform command can help me. but i have no idea how to set it’s values :< but maybe i am wrong anyway

I’d just try to hide it or replace it with another texture, like carnage said.

have no idea how to do that : P
edit: well, i know- but it would act like rest of clouds ; …


(kamikazee) #8

See Q3Map2 Shader Manual: Stage Specific Keywords: TcMod.


(Shallow) #9

It used to be possible to alpha-blend a traditional six-image skybox on top of a scrolling cloud dome, which could be used to mask the unavoidable HOM at the bottom.

Alternatively, you could put a model in a sky portal setup, with a scrolling. The game Alice had some bizarre dynamic skies done with portal effects.


(mlyn3k*) #10

url=http://members.lycos.co.uk/quakeroats/q3map2/shader_manual/ch6.html#tcmod

mmm this link is blind :stuck_out_tongue:


(carnage) #11

yes this is what i was thinking of. creating a conventional skybox with 6 sides then use a similar technique to goldrush clouds but allied to the bottom surface. the only problem with this is that im not sure you can apply shader effects to the bottom surface

this problem is quite hard to visualize because there is no information about the map you are trying to implement it into

perhaps you could use a model of an inverse half sphere with a scrolling clouds texture on it as a skyportal


(kamikazee) #12

Don’t blame me, blame Lycos.

For example: Q3Map2 Shader Manual: Stage Specific Keywords works, (scroll down to see tcmod) add #tcmod and it doesn’t. Seems they hate hot-linking to HTMLs. (Which is quite accepted though…)


(mlyn3k*) #13

tcMod transform m00 m01 m10 m11 t0 t1
Transforms each texture coordinate as follows:
S’ = s * m00 + t * m10 + t0
T’ = s * m01 + t * m11 + t1
This is for use by programmers.

what do that mean? :smiley:


(mlyn3k*) #14

well, tcmod transform didnt helped. it deform the texture but never cover the bottom :confused:

perhaps you could use a model of an inverse half sphere with a scrolling clouds texture on it as a skyportal

how can i do that? :slight_smile: make a brush as skyportal?


(murka) #15

lol a model as sky, nice idea.