Problem with skybox(es).


(PasaKuningas) #1

Hey,

So, my map requires 2 different sky shaders, those parts are separated by teleport.
While both sectors display skybox correctly, the lighting will be from both skyboxes, as seen from screenshots below.

http://localhostr.com/files/BemxO0a/shot0011.jpg

http://localhostr.com/files/7m85qly/shot0010.jpg

Is there some kind of shader trick to get both skies to show their own light?

-P


(UJERebel) #2

What happens if you place a big wall in between? :slight_smile:


(PasaKuningas) #3

What happens if you place a big wall in between?

Nothing much. :stuck_out_tongue:
But I managed to get it working by changing light direction, color and elevation to same on both skyboxes.

Cheers all! :]


(ischbinz) #4

if both parts are not visible to each other you can seperate them with are portals
did that some time ago with a fun map
and the shaders must have diffrent names…

never released this official…
www.ischbinz.de/maps/burgen1.pk3


(CyburK) #5

i had the same problem except i wanted it to snow in one part of the map. the only way to make that work was to place the area i didnt want snow on outside of the mapcoordsmins/ max.
will the light amount be doubled when both skybox shaders affect the whole map?


(PasaKuningas) #6

In fact, I also have the snow on one skybox but that’s easy fix. Just delete parts of tracemap with photoshop where you don’t want to see snow.
And as far as I saw, it didn’t double the light intensity. I used q3map_sunext with deviance 3 and samples 16, smooths out the edges of the shadows very nicely, even if it did double it’s really hard to see.

-P


(CyburK) #7

the trick with the tracemap is nice but i guess you cant put arty and airstrikes there anymore.