everyone hates skies. me too.


(Vitriol) #1
//-----shader for sky texture-----
//by Vitriol

textures/vitriol/sky 
{ 
	qer_editorimage textures/skies_sd/battery_mask_ydnar.tga 
	q3map_sunExt 1 1 1 140 35 25 2 1 
	q3map_lightmapFilterRadius 0 64 
	q3map_skyLight 90 3 
	surfaceparm sky 
	surfaceparm noimpact 
	surfaceparm nolightmap 
	skyparms textures/skies_sd/wurzburg_env/sky 1024 - 
	nopicmip 
	nomipmaps 
{ 
	map textures/vitriol/vit_clouds.tga 
	tcMod scale 3 3 
	tcMod scroll 0.005 -0.0125 
	rgbGen identityLighting
	depthwrite
	blendFunc add
} 
{ 
	clampmap textures/skies_sd/battery_mask_ydnar.tga 
	blendFunc GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA 
	tcMod transform 0.25 0 0 0.25 0.1075 0.1075 
	rgbGen identityLighting 
} 
}

this is the shaderfile i’m using for my sky texture. the tga is 256x256, and i have added ‘vitriol’ to shaderlist.txt. what i get in game is the flattened vit_clouds.tga image, on the brushes that should be vit_sky.tga. i checked drakir’s tutorial, and i even tried copy/pasting his shader into mine, to see if it would work. neither vit_sky or vit_clouds has a white box around it in radiant. can anyone help me?


(Vitriol) #2

i should point out that i’m not entirely sure what the best way to construct the skybox is. i have 3 areas that can see the sky, over each of those areas i have made a box (with no bottom). the top brush i’ve completely textured with vit_sky, the sides have only the visable faces textured. i don’t have any brushes that have the cloud layer on them. it sounded like the shaderfile tells the map where to put the clouds and what image to use though.


(Drakir) #3

I have not cheched your shader for errors.
But the one u should add to your skybox sides are not the actual textures, its the shader. So if your shader is named ‘textures/vitriol/sky’ then u should open the texture folder ‘vtriol’ and then use the ‘sky’ to paint the surfaces with.


(Vitriol) #4

thx drakir, i didn’t realize that the shader was something that would show up as a box in the editor, i thought it would just show white lines around textures that had working shaders. it sorta works, but the rest of the bugs i’ll have to save for tomorrow.


(Vitriol) #5

do i need to recompile every time i change the shader? i was wondering if i could play with the values without having to do a lightmap compile everytime i made a change.


(Mr_Tickles) #6

It depends on what you change in your shaders, if you’re thinking about changing quite a lot then yes, it’s probably better to recompile.

All the keywords with q3map as a pre-fix need to have a recompile, not sure if any others do, but I think if you change the order of things, or add/remove stuff you may need a recompile then aswell.