[QUOTE=stealth6;405205]Not sure what you mean, I downloaded the texture from soc’s website: http://www.simonoc.com/pages/materials/skybox/iceflow.htm
and in that script the tga’s are referred:
//**********************************************************************//
// //
// iceflow.shader for Q3Radiant //
// by Sock - 8th January 2001 //
// //
//**********************************************************************//
textures/iceflow/iceflow_skybox
{
qer_editorimage textures/iceflow/iceflow_view.tga
surfaceparm noimpact
surfaceparm nolightmap
q3map_globaltexture
q3map_lightsubdivide 256
q3map_surfacelight 50
surfaceparm sky
q3map_sun 0.884 0.940 1.000 100 300 42
skyparms env/iceflow/iceflow - -
}
The line “skyparms env/iceflow/iceflow - -” tells it where to find the images it needs (the tga files)
You can read more about skyparms in the Q3 shader manual: http://toolz.nexuizninjaz.com/shader/[/QUOTE]
Thanks, yes i did see that line and it was the only thing that could have been what i was looking for, so now i know i was looking at the right thing.
Skyparms must be a function that takes a set of tgas in a specific sequence and with specific names etc… I can’t get your link to load.
The other thing, in the ‘maps’ folder in the pk3 you have an srf file and prt file both have a lot of coordinates and number etc, are these needed and are they generated when compiling or as they manually made?
You could pretty much use this skybox template for any map right with a few adjustments?
Why is there hardly anything on making skyboxes?