[>>][anchorlink="#newest"]Go To Newest Skybox (Darkness)[/anchorlink]
[>>][anchorlink="#older"]View the Older Skyboxes[/anchorlink]
[>>][anchorlink="#other"]Other Stuff[/anchorlink]
[>>][anchorlink="#used"]Used In[/anchorlink]
[>>][anchorlink="#toa"]Terms of Use[/anchorlink]
+++ Released Skyboxes +++[anchor]newest[/anchor]
[+]Download “Darkness”
[anchor]older[/anchor]
[+]Download “Overcast”
[+]Download “Endless”
[+]Download “Frozen”
[+]Download “Heat”
[+]Download “Rufus”
[+]Download “Horizon”
[+]Download “Vanilla Sky” (Contains 2 versions)
[+]Download “Arabian Nights”
[+]Download “Turbulent Blue”
[anchor]other[/anchor]
[+]Download “Detailed Blue Clouds”
NOTE: There is a readme explaining in depth what to do in the file; you simply just need to add these lines to your shader:
{
map textures/avoc_common/blue_detailed_clouds.tga
blendfunc gl_src_alpha gl_one_minus_src_alpha
tcMod scroll 0.005 0.005
tcmod scale 3 3
}
With tcmod scale you can fake the “height” of the clouds - lower values equals clouds that are “closer” to the ground, while higher values make the clouds appear higher up.
Also note that these clouds work best with a “blue” skybox - but I am sure you should be able to edit the texture itself so that it can fit other colored skyboxes.
[+]Download “Snow Assets”
I’ve noticed that most snow maps still use the vanilla ET snow textures - So, I’ve decided to release the textures which I made for a map I used to work on. This download contains:
- 2 blendable ground textures
- 1 texture containing 2 different snow trees
- 2 snowy foliage models - they are based on the wavey foliage by rayban, but with new textures.
- 1 snowy rock texture
NOTE: Place the different elements in their exact folders, and do not change the .shader file as it will result in a missing texture error.
USED IN:[anchor]used[/anchor]
These skyboxes have been used in the following maps.
Arabian Nights
Rushers11
Le Lac (Beta 4)
Heat
Fueldump Desert
Rufus
Goldrush Germany
[anchor]toa[/anchor]
All of these skyboxes are free to use if they are for Wolfenstein: Enemy Territory maps and/or mods. However, you must credit www.eft-clan.com and me in either your shader or in the readme.
If you wish to use these skyboxes outside of Wolfenstein: Enemy Territory - be sure to ask me first, either here or at www.eft-clan.com.
You may in no way sell or in other way gain profit from these skyboxes. If you wish to use them in a commerical product, contact me.
/////////////////////////////////////////
+++ ORIGINAL POST +++
So, I recently made a very high quality skybox for a clanmate to make his very first map look a bit special, instead of using the much overused Goldrush sky.
This was the result:
http://www.own3d.tv/watch/14107
The link will lead you to a small “map flythrough”. There are some good views of the other sides of the skybox. Near the end of the video you will see a better view of the sun. =)
In that video the skybox was 2048 x 2048 pixels per side. The program I use for rendering the skies is “Vue 7” - each side takes me about 5-6 hours to render, when the resolution is 2048 x 2048 pixels.
The question I have now is; is there a need in the mapping community to have these types of skyboxes?
I am aware that amethyst had released a bunch of skyboxes years ago. And I know that most people who want to, can easily make their own skyboxes. So, should I ‘waste’ nearly 24 hours rendering a full skybox? (keep in mind I actually have to create the sky itself, and this can take up to two days).
I would like to give back to the community which has helped me and provided me with feedback for a long time, and I feel this is the best way I can do that.