Trouble with the skyboxes in my pk3.. Any advice?


(stevoboi) #1

Welp, I’ve been into the mapping scene now for almost a month, got EasyGen going, got my first map laid out and ready to run, objectives and all that other good stuff…

Thing is… My skybox is showing up as a brush and not an actual sky (It’s patterned like a brush on the “Walls” of my map)

I’ve added the frozen_sky.shader to my /scripts dir in the pk3, as well as added the frozen_sky folder with the sky texture in it to the /textures folder of the pk3 file…

I’m guessing I’m missing a step and have just overlooked it, or was not informed enough on any tutorials I could find… Any ideas?

(ps. when i work in sv_pure/devmap, it shows up fine because i have the shader added to my shaderlist.txt… so don’t ask me to do that… I’m working with a pk3 here.)

Any advice or maybe even a solution? Would be greatly helpful for me in the long run, lol


(Avoc) #2

Have you made sure that you applied the shader and not just the texture?

If you have applied the “frozen_sky_lf” or “frozen_sky_rt” to the sides of your walls which are used for the sky, then you have applied the texture. However, when you open the “frozen_sky” shader in your GTKradiant you need to search for the texture called “frozen_sky”, i.e. it needs to not have an extension like ‘_lf’, ‘_rt’, ‘_dn’, ‘_up’.
It has to have the name “frozen_sky” - apply that shader to your sky brushes, and it will work =)


(Max1) #3

Hey,

Did you check if the sky shader you use in your map is really inside the frozen_sky.shader file?

Cause the sky shader in your map could be defined in some other shader file which might be missing in your pk3. ( That would explain why it works with /sv_pure 0 )

Try to select a brush face in radiant with shift+crtl+left_mouse, then hit S to open Surface Inspector and check the name of the shader for example frozen_sky/My_sky_1

In your .shader file should then be a shader named like this:

textures/frozen_sky/My_sky_1

If you dont find a shader like that in there you probably need to search for the .shader file where the sky in your .map file points at.

Best Regards,

Max1


(stevoboi) #4

Okay, I’ll have a look into it, if I still can’t get it, ill post a dl to the .pk3 (It’s not done yet, so don’t be makin fun of me :P… just trying to get a general idea of how it all goes together)

THANKS! Got it…

was this line
“textures/frozen_sky/frozen_sky”

needed to be :
“textures/frozen_sky/frozen_bk”

Thanks again… now to the easygen…
Is there any way to add in a .pcx file from EasyGen into a pk3? I tried it and the ground was the orange and black “No texture” color… Guessing it couldn’t find it.


(Avoc) #5

You dont need the .pcx in the .pk3 - you only need to have it in etmain during compile.


(stevoboi) #6

Oh, okay… Thanks, why would it show the orange and black then? Do I need the textures for that as well in the /textures folder?

EDIT: I just made a new map through easygen and saved as .map… I noticed a “Hillburg.shader” file come up in the etmain/maps/ folder… Should that be included for the terrain in the scripts/ folder in the pk3?

Never noticed that before on my other map


(Avoc) #7

Depends if you are using custom textures or the regular ET textures. What does the console say when you load the map?


(stevoboi) #8

Nevermind, I got it :slight_smile: Thanks for that info :smiley:

I’m just using desert and egypt textures so I had to put those folders in my textures folder :slight_smile:

Thanks for all the help guys, I’ll pass along any info I learned in here where needed in the forums.

FINALLY got my map looking good now ^^


(Avoc) #9

screenshots? :stuck_out_tongue: