Custom Sky


(DaRkFiRe) #1

I have searched the forums about it, and nothing relevant helped me. I am using a sky image from ydnar from his site, and here is the .shader I have:

textures/darksky/sd_darksky
{
	nocompress
	qer_editorimage textures/darksky/clouds-1.tga
	q3map_lightrgb 0.8 0.9 1.0
	q3map_sun 1 .96 .87 140 140 8
	q3map_skylight 60 3
	q3map_nofog
	
	surfaceparm noimpact
	surfaceparm nolightmap
	surfaceparm nodlight
	surfaceparm sky

Is this all I need? If not, what other parts of the shader do I need?


(SCDS_reyalP) #2

At the very least, you need skyparms, one texture pass, and a }

See the shader manual:
http://www.qeradiant.com/manual/Q3AShader_Manual/index.htm

A good place to start is to find one of the skies from ET that is close to what you want, and change it. Beware that some of the included shaders may not have been used, and so may not work. Best to start with one actually used in a map.

Oh and be sure to give it a new name :P.


(DaRkFiRe) #3

How is this?

textures/darksky/sd_darksky
{
   	nocompress
   	qer_editorimage textures/darksky/clouds-1.tga
   	q3map_lightrgb 0.8 0.9 1.0
   	q3map_sun 1 .96 .87 140 140 8
   	q3map_skylight 60 3
   	q3map_nofog
   
   	surfaceparm noimpact
   	surfaceparm nolightmap
   	surfaceparm nodlight
   	surfaceparm sky

	skyparms textures/skies_sd/wurzburg_env/sky 512 -
 
	sunshader textures/skies_sd/batterysunfog
 
	
	{	fog off
		map textures/darksky/clouds-1.tga
		tcMod scale 2.5 2.5
		tcMod scroll 0.0015 -0.003
		rgbGen identityLighting
	}

	{

(SCDS_reyalP) #4

Try it and see.

Just slapping together shader commands without understanding them is unlikely to get you the desired result. Look at the shaders which come with the game. Understand them. If you don’t understand them, experiment and read the shader manual and tutorials until you do.