Skybox demo map


(MrLego) #21

Nice job reviving an old post Thore - I’m glad you finally got it to work. :slight_smile:

People must be using the search button - I get an average of ten downloads a month of this little boxmap.

Did you get any leaks when you compiled? I would think that the props_skyportal entity would generate one if it was not surrounded by structural brushwork.

It would be nice to see more sky diversity in custom ET maps. There are a ton of custom skyboxes available for other games - Quake 3 in particular is rich with choices. Almost all of them require very little modification (mostly paths and shader file) to get them to work in ET.

:banana: Happy Mapping!


(thore) #22

Okay the skyportal BOX itself is of course structual… I was referring to the contents (mountains and stuff) to be made detail.

More diversity… yeah. Maybe it would even help if more of the stock ET shaders would work runs away and hides :smiley:


(eRRoLfLyNN) #23

I still get HOM even if the outer box is structural & I have no other brushes at all inside. All I have is the 6 brushes with the skyportal in the middle, based on MrLego’s testmap. I have been trying to get this to work for about a year now :frowning:

edit:
I spoke too soon, it worked this time with a full vis compile, I can’t say how happy I am!! :]


(]UBC[ McNite) #24

using the same skyshaders in my ‘real’ map results in a lovely HOM.

That HOM must ve had other reasons… I can use a skyportal which has exactly the same shader as the skybox of the primary map.
And I can’t see all the probs you guys had… made a box of 1024x1024x512, put skybox shader on the skybox of the portal-map, made 5 brushes to simulate an environment in the portal-map, compile, all fine.

edit: One thing I didn’t notice right away: the sun disappears for some reason. I m using a modifyed goldrush shader that has a moon, and the moon disappears when using that sky in the skyportal-map. I hope I can fix that, the moon was important for the looks…


(psyco_mario) #25

UBC[ McNite
Posted: Jun 20, 2006 - 01:29 PM

eRRoLfLyNN
Posted: Oct 25, 2005 - 12:41 AM

Rofl, i can hear you saying Im a medic! and reviving this topic… :slight_smile:


(]UBC[ McNite) #26

the moon disappears when using that sky in the skyportal-map

This can be fixed by using the same shader, but giving it 2 different names like sky1 and sky2. Moon is back, everything is cool :smiley:


(userxx0) #27

Hi,

Digging up this oldish thread, could somebody please explain where all the tga images are referred too in the pk3, i thought they would be in the scripts but i have looked through everything and can’t see where any of the tgas are referenced in anything?


(stealth6) #28

[QUOTE=userxx0;405204]Hi,

Digging up this oldish thread, could somebody please explain where all the tga images are referred too in the pk3, i thought they would be in the scripts but i have looked through everything and can’t see where any of the tgas are referenced in anything?[/QUOTE]

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/


(userxx0) #29

[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?


(Mateos) #30

There’s Terragen I heard, after… :confused:

You may ask Avoc maybe, he made some nice looking ones; You can PM him on these forums :slight_smile:


(ailmanki) #31

http://radiant.robotrenegade.com/documentation/Q3AShader_Manual/ch02/pg2_1.htm#skyparms
http://forums.warchestgames.com/showthread.php/18033-High-Quality-Skyboxes

http://update.multiverse.net/wiki/index.php/Creating_Skyboxes_with_Terragen
http://www.caroluk.org.uk/terratut/
http://tremmapping.pbworks.com/w/page/22453193/Shader_1337_Skybox

Usually existing skyboxes are used, and the process to create them is normally different for each software.


(MrLego) #32

With all of the newer games & game engines out there, many texture artists have moved on to the newer technologies and paying jobs.

There are plenty of older skyboxes available from the Quake 3 community, you can try searching the mapping resource thread for some download links, but after 14 years or so some of those website are long gone.

A lot of the older skyboxes were only 256 * 256 images - by todays standards that’s extremely lo-res and they look dated on todays higher resolution screens.


(PasaKuningas) #33

Here’s video tutorial on how to create skybox with terragen as well.