Mapping Project: The Battle Of Crete


(stealth6) #41

You have to make all faces the players can’t see caulk. If you put caulk on something the player can see, then it will be invisible or cause a hall of mirrors effect.

So the boundaries of your map should be a skybox texture on the inside and caulk on the outside.


(Emilios1310) #42

OK, thanks, I will see what I can do.


(Emilios1310) #43

The skybox looks a bit ugly, how can I fix that? See down:


(stealth6) #44

Change the shader / add a shader.
Atm you just have 4 walls with the texture of a skybox on it, but it’s not actually a skybox (No 3D effect + no mortar strikes or lighting)


(shagileo) #45

There is lighting, look at shadow left corner :slight_smile:

Could be a glitchy skybox or maybe a heavy fov?
Not sure, haven’t seen something like that before


(Emilios1310) #46

I am using the endless skybox by eft-clan and the skybox prefab is from 2Bit Enemy Territory.

If you can suggest any better skybox maybe? :confused: (By the way, I had to flip some images horizontally for the skybox to look correct)


(Destroy666) #47

I use the same skybox, it’s not glitchy. I guess you don’t use skybox shader.

/////////////////////////////////////////////////////////////////////
// ENDLESS SKY - BY AVOC @ eft-clan.com
// If you wish to use this sky, please leave this part in the shader
// or give proper credit in the readme
/////////////////////////////////////////////////////////////////////

textures/blabla/endless_sky
{
	qer_editorimage textures/blabla/avoc_common/skybox_editor.jpg
	
	skyParms textures/blabla/endless_sky/endless 2048 -

	q3map_sunExt 1.00 .90 .80 200 270 45	// R G B Intensity Angle Pitch


	q3map_skylight 150 4                    //amount iterations
	q3map_noFog

	surfaceparm sky                         //flags compiler that this is sky
	surfaceparm noimpact
	surfaceparm nolightmap
	surfaceparm nodlight
	nopicmip
	nomipmaps
}

You need to apply this shader (not skybox textures) to skybox prefab.


(Emilios1310) #48

I use the proper shader, here is a view of the skybox:



And I also use the shader you can see it here:

Help?


(Destroy666) #49

No man, you don’t use skybox shader inside the skybox. Inside of skybox should look like that:

You just put images from skybox folder, while you should use the skybox shader on all faces.


(Emilios1310) #50

Apparently, your advice failed miserably… Dunno why, maybe I have installed the skybox incorrently…

Results ^

(sad face)…


(Destroy666) #51

Now you probably added the skybox_editor.jpg to all faces instead of the shader…
I’ll just send you the .map with applied shader endless_sky/endless_sky.
http://www.sendspace.com/file/59ybvb
If it won’t work, you don’t have .shader in shaderlist or have textures in wrong location.


(Mateos) #52

When you CTRL + SHIFT + Left Click, and press S, in the texture part, do you have the shader name, here textures/blabla/endless_sky?


(acQu) #53

I think the problem is that you want to add a skybox … in a box … :slight_smile:

Well, it depends on what you want to achieve though. If you just have 6 pictures of a skybox and you want them to get rendered to be a sky on your map, then i would suggest you to do it like it is done in goldrush.

Do you have a special reason for wanting to use the skybox technique introduced by ydnar (i remember it was him implementing that, not sure though).


(Emilios1310) #54

No, I get the texture name…

Thanks, Destroy666, will test right away!

[NM] what would be that method? If you could tell them, it’d be really helpful :slight_smile:


(acQu) #55

Well, basically the standard way. Look at the goldrush sky for example.

Also sorry, i did not read. That is a prefab you are using ? Then that prefab probably has been created by someone who knows more, and that someone probably has a more or less good reason to do it like that.

Isn’t there a readme or something, with install instructions.

Basically, what you are doing now is having that skybox inside a box of brushes, and you insert the skybox entity. Then the entity looks at the scene, and renders it to be a sky in game. This technique is especially good when you want to add additional elements, like brushes, which should also be rendered in the skybox.

But all that reading of me on that technique was long ago, so i could be wrong in my remembering.


(Mateos) #56

So write manually the shader name, and be sure you have the .shader in shaderlist.txt in etmain/scripts


(acQu) #57

http://www.splashdamage.com/forums/showthread.php/5053-Q3Map-2.5.11-feature-skyboxen

Just so that you can differ :slight_smile:


(acQu) #58

http://www.splashdamage.com/forums/showthread.php/5053-Q3Map-2.5.11-feature-skyboxen

Just so that you can differ. That should be that technique, it is very advanced.

It doesn’t solve your problem though, but posting that is allowed i guess :slight_smile:


(Emilios1310) #59

Uhm… Hehehheh… I feel ashamed now… Because that was the problem… heh… thanks :blush:


(Mateos) #60

Happens 2 or 3 times for beginners :slight_smile: Happened to me and two friends who started mapping.