SkyBox Shader HOM Effect


(LaggingTom) #1

Bah, I’ve looked through the forums for a solution, but I can’t find one. Here’s the offending shader causing HOM:

textures/maze/night
{
	qer_editorimage textures/maze/night.jpg
	surfaceParm noimpact
	surfaceParm nolightmap
	surfaceParm sky
	surfaceParm nomipmap
	surfaceParm nodlight
	q3map_skylight 50 3
	q3map_globaltexture
	q3map_sun 1 1 1 0 0 0
	skyparms env/night/maze - -
}

Chances are, this is an amature mistake that I can’t catch, but amatures do need advice.

Edit: If you wish to see a copy of the offending map, to check for texture issues, just ask and I’ll get it to you through AIM.


(Shallow) #2

textures/maze/night
vs.
env/night/maze

Is your maze/night/maze order wrong in one of these?


(Davros) #3

or…

try env/night/maze 512 -


(MadJack) #4

Dont forget your skybox images’s names…

They have to be:
maze_lf
maze_rt
maze_up
maze_dn
maze_bk
maze_ft

Make sure there are no typo and they have to be either .jpg or .tga though .jpg is probably the best since they’re smaller.


(LaggingTom) #5

All the maze_lf and such are correct, and they are TGAs.

As for the order of files:
all of the skybox images are in env/night/maze, the path is correct.


(LaggingTom) #6

Alright, here’s the path info:
textures/maze/maze_view.jpg
env/maze/maze_lf.tga
env/maze/maze_rt.tga
env/maze/maze_ft.tga
env/maze/maze_bk.tga
env/maze/maze_dn.tga
env/maze/maze_up.tga

And the updated shader:

texture/maze/maze_skybox
{
	qer_editorimage textures/maze/maze_view.jpg
	surfaceParm noimpact
	surfaceParm nolightmap
	surfaceParm sky
	surfaceParm nomipmap
	surfaceParm nodlight
	q3map_skylight 50 3
	q3map_globaltexture
	q3map_sun 1 1 1 0 0 0
	skyparms env/maze/maze 512 -
}

The problem is now I can’t see the texture in Radiant. The entire shader file is in my shaderlist.txt, and I see the other textures from that shader in the texture selection window thingy, but I don’t see any from my skybox. This makes me sad. :frowning:


(MadJack) #7

Selec the brush side you want with skybox texture, hit S and enter the texture manually. In that case “maze/maze_skybox” and it should work.

I noticed last week when i was making some textures and modifying it that radiant wasn’t reading the shader and/or the directory properly. Putting the texture manually did the trick. It will put the noshader texture but don’t worry, if your shader file is correctly filled it should work.

HTH


(LaggingTom) #8

The HOM is gone (hurray!)

But the texture doesn’t work in game, either. (awwww)


(MadJack) #9

What do you mean it doesn’t work? You get the orange grid? It doesn’t act like a skybox?


(LaggingTom) #10

Orange grid evilness.


(MadJack) #11

Yeah… well put the correct path and it should work :stuck_out_tongue:

This is probably what you want:


skyparms textures/env/maze/maze 512 -

You missed the “textures/” part so it probably looked for the maze_* in etmain/env/…


(LaggingTom) #12

Yay! It works! Sure, the texture are a bit ugly, but it works and that’s the important part.

Thanks a lot, MadJack! Originally, the textures for the skybox were in just env off the etmain folder, but I moved them into the textures/env folder and updated the shader accordingly. Worked like a charm!


(MadJack) #13

My way of doing things is to put it this way: textures/<map>/env/ That way, it’s easier for me to manually make the pk3 by having all my textures in the same folder.

But that’s just me :slight_smile:


(LaggingTom) #14

Organiazation is key :stuck_out_tongue:


(MadJack) #15

You always win in the long run. N00b mappers should really stick to what more experienced mappers tell them. I’m not saying you’re a noob :smiley: Just saying that… :slight_smile: Anyway, there’s always a better <InsertWhateverHere>. Always.