Sky shader problems


(Irrelevant) #1

This is a sky shader from ‘skies.shader’:

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 ) 
	}
}

And this is a duplicate that I C&Ped directly into my own ‘test.shader’:

textures/test/testsky
{
	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 ) 
	}
}

I have used each of these as the ceiling for two rooms in my map. The top one:[ul][li]Illuminates stuff around it.
[/li][li]Makes projectiles disappear when they hit it.
[/li][li]Can have airstrikes summoned through it.[/ul]The bottom one can’t.
[/li]
WTF?

ahem

Seriously, this is incredibly frustrating. :banghead: Anyone got any ideas?


(chavo_one) #2

did you add “test” to your shaderlist.txt?


(Irrelevant) #3

Yes.

The sky is appearing correctly, it’s just acting like a shaderless texture.

And yes, I did recompile. Repeatedly.

In case this has anything to do with it, I’ve got the scripts and shaders in a pk3 because I find that easier to manage. The ‘.bsp’ isn’t in the pk3, however.