Has anyone figured out skyportal ??????


(MadJack) #21

So no vis or -vis -fast will make problems? hmmm that’s interesting. Maybe posting that into q3map2’s forum would be a good idea.


(sock) #22

They certainly dont seem to work like they did in RTCW. I don’t think any of the SD maps (could be wrong of course) use them maybe they are not supported or somthings not right in the .def file. All just speculation…

The portal sky system is the same one used in RTCW but it may have been tweaked/changed in some way. Originally SD was using portal skies in most maps but it was discovered that portal skies can be nasty FPS eaters in large wide open terrain maps so they were ditched in favour of simple shader versions. This is why the defs and references to them have been removed because the original portal sky method is not supported.

Ydnar has implemented a portal skybox method with the latest q3map2 compiler which works very well with ET. Check the Seven competition for a map with a good example. For further details ask in the Q3MAP2 forum.

Sock
:moo:


(seven_dc) #23

Sorry sock the map sources aren’t published yet. But they shoud be soon when we get our next version of the maps out.
The Bazaar map used portal sky, but I do not understand a heck of it maybe detoeni (author of the map) can help.


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(buttrot) #24

:drink: :banana: :drink:
Finially got skyportal working!It worked after the full vis compile.thanks mr lego! :clap: whew.


(MrLego) #25

I’m glad I could help.

  • The skybox method Detoeni used in Bazaar is a little used technique that he pulled off with great success. :drink:

(eRRoLfLyNN) #26

Glad to hear you got it working buttrot.

MRLEGO: Does your map work without the props_skyportal?

Try deleting the props_skyportal entity - make sure that you have a sky shader on all of your sky surfaces (skies/sd_goldrush is a good one to try) and recompile the map.

If you have a caulk texture in place of a sky texture the HOM can occur.

If the sky looks ok without the props_skyportal then you are half way there

I have tried with and without the prop_skyportal. On my boxmap sides I have goldrushsky & on the sides of the skybox i have batterysky. I run full compile and load it u. When I have the prop_skyportal in, i run around and can see the battery sky. So it seems to be working in some way. Without it the sky is darker and seems to be displaying the goldrush sky.

Anyway, here is my question: I have a terrain in my boxmap, and this isn’t appearing, at all, at any time. Can you help me? Do you have to make any changes to the shader file itself? This is really doin my coconut in. :angry: I have given up tryin to put it in my map - just tryin to get it to work in my boxmap at the minute so I can see how it works??

BTW I am not getting HOM anymore. I just can’t see the terrain…


(MrLego) #27

Is the terrain in your main map not showing or did you put terrain in the props_skyportal box?

Can you run around in your map and see if the terrain is there but it is just invisable?

If the terrain feels like it is there but you cannot see it then your terrain shader is the culprit.

If that is the case then try this tutorial “http://www.planetwolfenstein.com/tramdesign/tutorials/tut_easygen2.html

It might help


(buttrot) #28

I just looked at bazaar again and I must say WOW. I thought that was part of the map when i saw it not a skybox. I would love to know how that was done.Im guessing he built a small model inside the skybox.Bazaar gets my vote for best skybox.


(eRRoLfLyNN) #29

MrLego, I have no terrain in my test map. The ground is just normal flat brushes. There is terrain in the skybox. I am trying to get that terrain-in-the-distance thing, like in the pic of RTCW Escape above, and like in your example. Am I totally missing something very basic? When the map loads, I can see no “terrain”, just the sky. I can run around the normal flat brushes, but then I’m being clipped, as I should be, by the box around my map. It doesn’t even look like the terrain is noticed (like no orange and black squares etc). It just doesn’t seem to be there at all. I will try to post it over the weekend in case there is something obvious that I am missing.


(chavo_one) #30

I just looked at bazaar again and I must say WOW. I thought that was part of the map when i saw it not a skybox. I would love to know how that was done.Im guessing he built a small model inside the skybox.Bazaar gets my vote for best skybox.

Turn /noclip on and find your way to the actual geometry of the skybox to see how it was done. It’s no model, just brushwork on a very small scale. I agree, incredible transition from the playable map area to the skybox. Usually you can tell the difference between skybox and non-skybox.


(Detoeni) #31

My sky box started out as a full size map, it had to be converted to ase models befor scaling it down to one tenth it original size to fit in side bazaar.
The gold domes are patches, so converting to ase was the only way to keep them in the right shape.


(chavo_one) #32

Ah, that makes sense. Thanks for setting me straight. :wink:


(Twiel) #33

Can someone pls tell me what sky shader is used in siwa? (I’m a newb to mapping but I did manage to use the search-button & came out with nothing :s )


(buttrot) #34

I am currently using the siwa sky shader in my map its in skies_sd and its called sd_siwasky.There is no picture of the texture in radiant it shows up as a red and black box saying “shader image missing” but it works.


(MadJack) #35

hmmm… prolly a mistake in the skies_sd.shader then.


(MadJack) #36

(decided to check since I’m compiling -light :))

Yeah well, that image isn’t there: qer_editorimage textures/skies_sd/nero_bluelight.tga so that accounts for not showing in Radiant.

Judging from the rest it shouldn’t a problem putting that sky :slight_smile:

WTG buttrot :smiley:


(Twiel) #37

It had me confused because of the “image missing” but it works fine, thx :slight_smile: