can anybody tell me how to make a sky?
i select a sky texture (textures -> skies, then pressing t and selecting 4 walls and the ceiling) and apply it … but in the game the walls have the sky as tiled texture instead of a real sky … what the hell do i have to do for a real sky??
how to make a sky?
Make sure you’re using the shader and not the plain texture. Look for a white border around it in the texture window.
Weasel’s right.
Textures have the word “sky” in their names, but not all of them will make nice looking skies.
You need to use only textures that have this thin, white frame around them, just like he said.
Keep on mapping
Loffy
i dont have any that fulfill your requirements … either they have a border but no texture (looks like a holo deck like in star trek then) or they have a texture and no border … thats my problem
and i have only 10 skies for selection although it should be up to 40 or 50 (like in that sky tutorial on wolfensteinx.com) !??
and with some i get this silly hall or mirror effect … cant i make my own sky - but how?
I don’t have the editor yet, but looking through the scripts directory, there seem to be plenty of valid skies.
[ul][li]textures/skies/sd_goldrush
[/li][li]textures/skies/sd_railgun
[/li][li]textures/skies/sd_seawallsky (Obsolete - don’t use)
[/li][li]textures/skies/sd_batterysky
[/li][li]textures/skies/sd_wurzburgsky
[/li][li]textures/skies/sky_goldrush
[/li][li]textures/skies_sd/sd_siwasky
[/li][/ul]
Try any of those, they should all work.
most of these skies dont have a texture but a shader … there is no image in the texture view (only this little red/white - this “no pic available”)
if i apply this to a wall it looks like a holo deck … only yellow stripes
now i found one to use … i think it was batterysky … but there must be more than this !?
If no EDITOR image exists for the skybox textures then edit the shader and create your own. It is not important that the editor does not have an editorimage for the sky to work correctly in game.
Sock
F33l the :moo:
I searched for this, so ill add to it.
How do i create a CUSTOM sky, all i have at the moment is an image of a sky that i want to use in my map.
I take it i need to create a shader file for it ?
Did i miss anything else ?
@ lord horror
sd_batterysky works out of the box. you can use fueldumpsky and sd_goldrush (NOT sky_goldrush) too…
all other texs will need some minor (major?) changes to make them work properly. sorry, that’s all i can
say, i’m new to this crap too 
@ thore… cough Lord Horror Posted: Jul 13, 2003 - 07:51 PM cough
@ death, Open radiant, check the menu Help->Manual. Shader manual. Sky is nicely documented but it’s very old or you can get the better q3map2 docs here
Ok, so i have made a shader for my sky (Skyds) haha
I added my shader to the shaderlist.txt, as well as in the scripts folder.
Yet it still fails to show an image in radiant for it 
textures/shadermanual/sky1
{
skyparms textures/shaderlab_terrain/env/sky 1024 -
q3map_lightImage textures/shaderlab_terrain/sky_clouds.tga
q3map_sunExt 1 1 1 140 -35 25 3 16
q3map_lightmapFilterRadius 0 8 //self other
q3map_skyLight 100 3
surfaceparm sky
surfaceparm noimpact
surfaceparm nolightmap
surfaceparm nodlight
nopicmip
nomipmaps
qer_editorimage textures/shaderlab_terrain/sky_clouds.tga
{
map textures/shaderlab_terrain/sky_clouds.tga
tcMod scale 3 3
//tcMod scroll 0.005 -0.0125
rgbGen identityLighting
}
{
map textures/shaderlab_terrain/sky_arc_masked.tga
blendFunc GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA
tcMod transform 0.25 0 0 0.25 0.1075 0.1075
rgbGen identityLighting
}
}
i can tell you that you’ll want to remove the 2 slashes in front of “tcMod scroll 0,005 -0.0125”. i recently posted a similar thread, the replies there might be helpful.
http://www.splashdamage.com/index.php?name=pnPHPbb2&file=viewtopic&t=8641
maybe a mod can merge these topics and make it a sticky, then put bright flashing lights, annoying sounds, and big arrows pointing at it?
Ok, i get the white box around my sky…but the sky texture itself has the red “shader image missing,” I also changed the file type from jpg to TGA, before the box with white ouline showed up, i’m almost their but cant figure out where i went wrong.
I also get the yellow lines, black squares in-game.
thats an issue with the shader, or the directories that you have your images (or shader) in. you said that you have the shader in your scripts folder, and i’m assuming you gave it a “something.shader” name, and that you added the “something.shader” to your shaderlist.txt file. so that should be all good. are you sure that the texture you are directing your shader to exists, and is in the proper directory? you’ll want to pay particular attention to “map textures/shaderlab_terrain/sky_clouds.tga”, since that is the image that should be appearing in game. as was said before, you really dont need to worry about the “qer_editorimage” line, since that only tells radiant what image to display in the editor.
there is also a tutorial on this site that explains how to make custom sky shaders. http://www.splashdamage.com/index.php?name=pnPHPbb2&file=viewtopic&p=71500#71500
Thank you very much for the help AND the link Vitriol, ill try making my own shaders now 
I did mess up the paths a bit in my original shader, ill just restart and learn from it.
@ madjack
oOops 
erm… lets say i care for the content, not the date of a given post :moo: