NEED skybox tutorial -1 reply

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GothiX

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18th September 2003

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#11 16 years ago

Just a normal light. :)




MeusH

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#12 16 years ago

Doesn't work for me... I have everything (except origin value) like in this tutorial... So can I make sky giving light another way?

Cna you explain me

q3map_surfacelight

?




GothiX

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#13 16 years ago

You're better off using what Wade said..

"OMGTEHWADE"q3map_lightmapFilterRadius 0 128 q3map_skylight 100 3

Though I don't see why an entity sun wouldn't work.




MeusH

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#14 16 years ago

And I have next problem with "trigger multiple"

First: what does mean this: "roffname" If set, will play a roff upon activation

I have a trigger multiple with selected "USE_BUTTON" and chosen "angle" But it fires without pressing "use" button. How can I fix it?

Where should I put those two lines to .shader? (with notepad - the simpliest way :nodding: ) Should I rase something?




MeusH

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#15 16 years ago

Should my .shader file look like this?

textures/skies/tow { qer_editorimage textures/skies/sky.tga surfaceparm sky surfaceparm noimpact surfaceparm nomarks notc q3map_nolightmap q3map_lightmapFilterRadius 0 128 q3map_skylight 100 3 skyParms textures/skies/tow 512 - }

I think that no, because everything is black (except sky, but sky always was visible)

How about " 512 - " is " - " needed?

I think that mix of q3map_nolightmap and q3map_lightmapFilterRadius is stupid, because one line says that there isn't lightmap, next says that lightmap is!




GothiX

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#16 16 years ago

Yeah, you should've removed the nolightmap line first. :)

About that trigger multiple - I have no idea what file uses a ROFF extension, maybe Wade knows this? As for the angle, please, post the values you have on it here.




Guest

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#17 16 years ago

ROFF is Rotation Object File Format...the idea is to be able to animate in 3DS Max or Lightwave and then specify that file to control an object in-game...such as an object falling and bouncing.

Just don't ask me how to use it as I've not tried it yet :p




MeusH

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#18 16 years ago

Here are pics of those triggers (marked red). One pic shows "lone" trigger in 3D. I want to make this trigger useable by "use button" Door is in a middle, it goes up, to two triggers. "Lone" trigger is "downstairs"

"Lone" trigger's properties: angle 270 classname trigger_multiple spawnflags 1 (use_button) target doorblue wait 3

Paired triggers' properties (they should work without button) #1: angle 270 classname trigger_multiple target doorblue wait 3

#2: angle 360 classname trigger_multiple target doorblue wait 3

Door: angle -1 (up) classname func_door targetname doorblue spawnflags 4 (crusher)




GothiX

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#19 16 years ago

You'll need to check the "facing" button on the lone trigger. Also, I assume this is SP?




MeusH

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#20 16 years ago

No, MP There isn't "facing" in MP

And this sky isn't giving light. Still! Look at .shader file:

textures/skies/tow { qer_editorimage textures/skies/sky.tga surfaceparm sky surfaceparm noimpact surfaceparm nomarks notc q3map_lightmapFilterRadius 0 128 q3map_skylight 100 3 skyParms textures/skies/tow 512 - }