skybox?


(BowlOfCereal) #1

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 :slight_smile:


(Diego) #2

There is no skybox entity. You build it out of brushes.


(Boosted) #3

a skybox is just a huge box out of brushes which u put around ur level.
= skybox :slight_smile:


(carnage) #4

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


(abina999) #5

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 :?


(BowlOfCereal) #6

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


(S14Y3R) #7

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 :stuck_out_tongue:

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.