trying to edit sky shader how the heck?


(buttrot) #1

heres what i want to do : edit sd_siwa sky shader I want to add a brighter sun.
Heres my questions and yes i searched my butt off looking for answer before i posted and i did read the shader manual but i still dont get some simple things.

  1. how do i make a shader file i made a new text file and named it blah.shader and it was just a text file.
    2.can i edit a shader that comes with ET? will it screw up the other maps?
    3.I renamed the shader and added it to shaderlist and got mydamntextures to show in radiant texture list but it was blank.
    4.sd_siwasky shows as red box in radiant but works after compile.how do i make it show image in editor?its not important cause it works anyway but im curious.
    5.thanks for help

textures/mydamntextures/blah
{
nocompress
qer_editorimage textures/skies_sd/nero_bluelight.tga
q3map_lightimage textures/skies_sd/siwa_clouds.tga

q3map_sun 0.75 0.70 0.6 135 199 49
q3map_skylight 75 3
sunshader textures/skies_sd/siwasunbright

surfaceparm noimpact
surfaceparm nolightmap
surfaceparm nodlight
surfaceparm sky

skyparms textures/skies_sd/wurzburg_env/sky 512 -

{
	fog off
	clampmap textures/skies_sd/siwa_mask.tga
	tcMod scale 0.956 0.956
	tcMod transform 1 0 0 1 -1 -1
	rgbGen identityLighting

}

(Drakir) #2

A Shader file is just a normal .txt file with the .shader extension instead of .txt

What do you mean by brighter SUN? Do you want it to add more light to your map?

This is an explanation of the sun parameters:

--------------------------------------
q3map_sun <r> <g> [b] <intensity> <degrees> <elevation>
Specifies the position, colour and intensity of the sun in a sky shader. Used by qrad to calculate sunlight and by the Quake3 engine to render a sun sprite. The rgb values are normalised (i.e. 1 .5 0 is the same as 256 128 0). For degrees, 0 = east, 90 = north etc. For elevation, 0 = the horizon, 90 = directly overhead. 
-----------------------------------------------

qer_editorimage textures/skies_sd/nero_bluelight.tga — This is the line that tells Radiant what pic to show for the shader. The nero_bluelight.tga is missing, so if you want another image then just replace that with one that exists.

Dont edit the default shaders, just copy the stuff u need into your own shader.


(buttrot) #3

thanks drakir I copied the siwa_mask texture and renamed it and put in in “mytextures” folder and i copied the siwa_sky script and renamed it then changed the paths in the script and it worked!Now i can change it without messing up the original.(cartmans voice) super sweet.(homers voice) woohoo.nice website btw drakir I read the tutorial on shaders earlier.