Skies the limit


(DAbell) #1

Hey everyone i have a few questions i need answering, i have tried the search and no real help was available.

For my current mapping project St Nazaire i am using the battery sky but the light levels are a bit too high i would like to alter the light level, i know i need to make a new shader. I imagine i would use the original shader as a template but then what do i do with. I mean with regards to naming conventions and placement of files.

This is the shader for the original

textures/skies/sd_batterysky
{
nocompress
qer_editorimage textures/skies/topclouds.tga
q3map_lightrgb 0.8 0.9 1.0
q3map_sun 1 .96 .87 140 140 8
q3map_skylight 60 3
q3map_nofog

surfaceparm noimpact
surfaceparm nolightmap
surfaceparm nodlight
surfaceparm sky

skyparms textures/skies_sd/wurzburg_env/sky 512 -

sunshader textures/skies_sd/batterysunfog


{	fog off
	map textures/skies_sd/battery_clouds.tga
	tcMod scale 2.5 2.5
	tcMod scroll 0.0015 -0.003
	rgbGen identityLighting
}

{
	fog off
	clampmap textures/skies_sd/battery_mask_ydnar.tga
	blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
	tcMod scale 0.956 0.956
	tcMod transform 1 0 0 1 -1 -1
	// rgbGen identityLighting
	//rgbGen const ( 0.6 0.6 0.6 ) 
	rgbGen const ( 0.4 0.4 0.4 ) 
}

}

Can some highlight the areas i need to change and maybe point out some features that can also be tweaked to provide some nice alternatives.

My next question if your still awake is when making a constructible the tuts say to make some clipping boxes for the crates so forth but how can i make clipping boxes for things i can’t see, is there a setting for turning the objects visible or something i have missed.

Thanks in advance for your help. :bored: :blah: :bored:


(Machine for to kill) #2

You should be able to see the crates. Both in the editor and in game. If you can’t see the crates in the editor you either are not importing the model correctly, or you have models filtered off.