hey i started to use gtk radiant 1.4 but then i found theres no skybox entity in the list, instead theres props skyportal but thats just for making like a mountain in the background
i have updated the list already so dont tell me to 
hey i started to use gtk radiant 1.4 but then i found theres no skybox entity in the list, instead theres props skyportal but thats just for making like a mountain in the background
i have updated the list already so dont tell me to 
a skybox is just a huge box out of brushes which u put around ur level.
= skybox 
actuly the skybox is defined in a shader file. The brushes only show where abouts in your map you want the skybox to be visible
About skyboxes, my skyboxes disappeared on my Cobrarush, It was there yesterday, now theres only “shader image missing”
And I have not changed anything else than just the name of my map, I made it from cobrarush.pk3 to cobrarush_final.pk3 :?
no what i ment was in 1.5.0 theres an entity called skybox and u just put it in your map and thats all u gotta do
what would i have to do in 1.4 with the shader file
Have a look at the default shaders in etmain/scripts folder, skies.shader and skies_sd.shader. Most of them are set up for your basic sky with moving cloud layers. The big difference is not with qer_sun/qer_sunExt(light only) but with the "skyparm - - -"switch.
skyparms - 512 -
will give you a normal all-around sky with your sky texture. Its used like this:
textures/skies/sky_goldrush
{
qer_editorimage textures/skies/sky_8.tga
q3map_globaltexture
q3map_lightimage textures/skies/n_blue2.tga
q3map_lightsubdivide 512
q3map_sun 0.3 0.3 0.45 30 35 45
q3map_surfacelight 27
nocompress
skyparms - 200 - //============!!!
sunshader sun
surfaceparm noimpact
surfaceparm nolightmap
surfaceparm sky
{
map textures/skies/nightsky1.tga
tcMod scale 16.0 16.0
}
{
map textures/skies/vil_clouds1.tga
blendfunc blend
tcMod scroll 0.001 0.00
tcMod scale 2 1
}
}
the smaller the skyparm - xx - number, the more rounded the “outter bubble/horizon” is, and higher # is “flatter” horizon
You can set up a skybox in shader too, look in: etmain/textures/skies_sd/worzburg_env to see how you name the front/sides/top/bottom properly.
Then you specify the textures in that folder with the skyparms switch:
skyparms textures/skies_sd/wurzburg_env/sky 512 -
-set up your own folder though 
I guess it depends on your style, but if you want you can use the props_skyportal like in Mr.Lego’s eg. map too:
http://www.splashdamage.com/forums/viewtopic.php?t=7714
@abina- is your pak0.pk3 still unpacked in your etmain? make sure your .arena file is set up to new bsp name.