i couldnt get the new dev release to work. i have the required files etc…wouldnt compile at all.
Q3Map 2.5.11 feature -skyboxen
Download now.
The “dev release” is just a direct link to whatever is the absolute latest compile I have when working on it. No guarantees it’ll work or be free of debugging code.
I did some last minute fixups last night, and comitted the changes to SVN, so the version for the next 6 hours or so will be fully usable.
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aww shucks…still a no go. i cant get it to compile. ill wait anxiously for the next stable release…
just curious, where does the -skyfix switch go? -bsp -vis -light ???
I’d be interested if anyone came up with almost exactly the opposite
Build a map, position your view in-game, then run a command and it exports an up down left right front back set of screenshots at 90 FOV square.
In other words, you can build a rather complicated skybox in radiant - light it in radiant, then have it exported into images to be used as a simple skybox shader - thereby greatly simplifying your sky drawing speed while still retaining the same textures / lighting to make it fit perfectly with your level?
Build a map, position your view in-game, then run a command and it exports an up down left right front back set of screenshots at 90 FOV square.
There is a mode for Quake3 that allows you to do just that.
It can be found here.
To use for wolf, a few assets need to find a new home in your copy of q3.
I’ve been trying to fake portal skies on my current project, looks like I won’t have to.
One of the main advantages of having a portal sky is that you can have animated clouds floating from behind, say distant mountains, whereas with a skybox, animated clouds will have to be placed before the skybox images (and the mountains) which would look kind of weird. It will also hide the HOM at the bottom of the animated skybox.
@ratty & Aeon:
Actually, if you look at the shaderlab website, ydnar’s name is on the bottom of the “news” page. I pronouce it as “yid-ner”.
THere are ways around the clouds etc, but even if there weren’t, I’d trade that to have super fast rendering time for a high quality sky box versus a high quality sky portal. I’d rather have the polygons being used in my player world, not just for niceness
a while ago, I built a small terrain map in wolf, took screen shots of it, manipulated them in psp and used them as tex for a wolf sky portal, the colors were pretty easy to match with a little tweaking in psp, and I even compensated for the fogging distance.
the perspective isnt perfect but the moving clouds behind the sky box I blended in by having a slight translucent horizon to the sky box tex... overall it
s a nice effect.
I have a couple of pics if someone has a site I could email or ul them to? or can we attach pics to our posts like over at the jolt forums?
ydnar you rock!
ive been pestering raven to implement portal skys in sof2 for ages
I know, a lot of things have had portal skies before ET. Hewster maps mainly for games that already had them, though (I think he’s a RTCW and ET mapper?), I thought, and I was letting him know the significance of htis q3map2 feature–that it brings this functionality to vanilla q3.
Indeed I map for RtCW (WildWest mod ), although it would be more
accurate to say that I re-map for WildWest, since all the mapping I have
done is to improve the original maps by BoltyBoy, using the latest
q3map features
I wonder though, is there any differences between the current sky_portal
for wolf, and this new one by ydnar… I guess I need to have a play to
find out…
I bet the Q3 world are very happy with this completely new feature
to play with
Hewster
Does this method, or any other bit of coolness, allow for two seperate skyboxes or skyportals within a map? (Obviously if possible they’d need to be in completely seperate bits of the map, IE can’t see both from one location).