I made a HUGH "world" box.. question UPDATE


(rouvio) #1

I want to texture the walls and ceiling, so that will be my “world”. when I choose a sky texture, and put it on a wall, it drwas 100000000 times the little picture, insted of stretching it.

How do I strech a sky texture, so it would fit ONCE in a HUGH wall ? (just like the wallpaper in windows)


(damocles) #2

If you use a proper sky texture (in the Skies folder, sd_goldrush is a good one) then it will be drawn fine in the game, but have thousands of little squares in Radiant. Just be sure that the sky texture you pick in the texture browser has a white line around it - this means it has a shader file associated with it which will make it real purdy like in the game.


(rouvio) #3

thats my problem.
please help me to fix it.
I tried doing what u told me, but look at the pic… i see the little texture times 1000000000000000000000000000000 all over the walls.

Ill tell u what i did, tell me if i was wrong :

I made a box, then made it hollow.
put the red & blue spawn points, and the spectator spawn point.
I chose the ceiling, and all the 4 walls. I loaded the sky texture, and chose it. BSP it SINGLE BSP -meta (the first 1) and run the game.

:banghead: That gave me the picture u c … :banghead:


(damocles) #4

Wow, your problem is you get a little red x? That’s bad :smiley:

Seriously, you have chosen a bad texture. Go into the skies folder and try using sd_goldrush. If that works (which I think it will) then you simply have to pick a better texture. There aren’t many to choose from though. Skies folder - anything with a white line around it should be fine.


(rouvio) #5

its ok now !! :clap: :clap: :notworthy:

listen, I downloaded some AWESOME sky tga`s.
There r 6 pictures in each texture - up, down, left, right, leftY, rightY.

(I think its six… dont take me by the word, it might b 4)

anyway - how do i compile a “white outlined” texture with the tga`s


(rouvio) #6

please… some1 @ Splash… help me !

HOW DO I MAKE A “WHITE OUTLINED” SKY TEXTURE, using several matching sky tga`s ? (ceiling, left, right,floor) ???


(SiX) #7

try reading the shader manual that came with radiant, that should set you on your way.


(rouvio) #8

i did… :banghead: :banghead: :banghead: I didnt find anything that would help MY question. though it was very interesting to know the actuall meaning of shaders. cool.

anyway, let me put it another way, and for the love of god… dont throw me away to look, coz it seems that can NOT find a suitble answer. just answer it - YOU PRO MAP BUILDERS MUST KNOW A SIMPLE NOOB QUESTION LIKE THIS - How do I make a texture appear ONCE in the object (“box”) i choose WITHOUT having to manipulate with the objects’ actuall dimensions ? ( i dont care how bad the object will look - small or extra exrta big)

:banghead: please help me… it hurts banging my noob head against the wall all day… :wink: :banghead:


(SCDS_reyalP) #9

You need to write a shader. The shader manual tells you how. For it to be a sky, you need to include skyparms.

To change the size of a texture on a brush, use the surface inspector (s) or the texture scale keys ctrl+arrow keys. You can’t use this to make a sky though, for that you need a sky shader.


(Shai) #10

So you’re using a skybox you downloaded from somewhere? If that is the case there should be instruction’s in the readme file. Here’s an example:

rockyvalley.shader for GTKRadiant
by Amethyst7 - 04.24.2001

Installation - Extract this zip to the baseq3 directory. Open shaderlist.txt in the scripts
folder. Add “rockyvalley” to the end of the shaderlist. Should be ready after that.

Problems?
- Make sure the env/amethyst7/rockyvalley folder ended up in the env folder, along
with the 6 images inside of it.
- Make sure rockyvalley.shader is in the baseq3/shaders folder, and that it has
been added to the shaderlist.
- Make sure the textures/amethyst7/rockyvalley folder ended up in the textures folder.

e-mail: amethyst7@doofed.com

So when you extract it you’ll end up with 3 different folders: Env, Shader, and Textures, plus the rockyvalley.txt or readme file.

I found it’s better to extract the file somewhere else and manually put them in the correct folders.

So the rockyvalley.shader goes into the scripts folder…open up the shaderlist.text file with notepad and type in rockyvalley at the bottom, then save the file.

Make a new folder in etmain called “env” and add the amethyst7 folder with the 6 tga’s in there.

Then go into the textures folder that came with the skybox file and take out the amethyst7 folder and add it into the textures folder in etmain.
That amethyst7 folder should have another folder called rockyvalley in it which contains 2 jpg images.

Open up Radiant and voila!

Add that to the four walls and ceiling of your map and compile!
It does’nt matter if it tiles in Radiant…it will be perfectly fine in game. Trust me. As long as you use that pic with the white outline. I have a screen shot somewhere but im running late for work. I’ll post it later.