Sky shader problem -1 reply

Please wait...

Omegasigma

Mapper and concept artist

50 XP

16th March 2006

0 Uploads

1,484 Posts

0 Threads

#1 12 years ago

I'm having problems getting the sky to show up in the castlevania map, i'm the director of the project, however i have little knowlage of shaders, this is the current shader, the sky textures are in a sub path inside the texture path, textures/Castlevania_sky all textures are jpg and 1024 x 1024, texture list as is follows, Castlevania_bk.jpg Castlevania_dn.jpg Castlevania_ft.jpg Castlevania_lf.jpg Castlevania_rt.jpg Castlevania_up.jpg textures/Castlevania_sky/Castlevania { qer_editorimage textures/Castlevania_sky/Castlevania_up.jpg surfaceparm sky surfaceparm noimpact surfaceparm nomarks surfaceparm nolightmap q3map_sunExt 0.884676 0.905047 1.000000 150 45 60 0.5 ~8 q3map_skylight 50 3 q3map_nofog skyParms textures/Casltevania_sky/Castlevania 1024 - } all i get is this drab grey with weird grids when i move the camera if somoene could please point out whats wrong i'd appreciate it greatly. [ATTACH]49884[/ATTACH]




Omegasigma

Mapper and concept artist

50 XP

16th March 2006

0 Uploads

1,484 Posts

0 Threads

#2 12 years ago

i don't get this at all i've tried and tried, and same results, is it cause theres 3 sub folders in the texture folder? castlevania/castlevania_sky/skies? if anything can someone whip one up for me? cause the one i have isn't working at all. plus its a night time map, so the moons high up in the sky providing the light so i dunno




lassev

Degenerate scripter

50 XP

21st June 2004

0 Uploads

847 Posts

0 Threads

#3 12 years ago

Your sky shader looks suspiciously similar to Darth Zion's shader in another thread. All the way to the tilde in the samples parameter of the sunext command.

Well, there are way more than 3 subfolders in the textures folder. The original Raven maps alone have their textures in 20 folders, or something.

Your shader seems to be ok at a quick glance, so I'm forced to ask if you are testing without pure server, or by packing properly the shader and the textures. The textures aren't progressively compressed, etc...

Edit: Oh, you might want to add the notc command in your skyshader. While that's not the reason it doesn't work, it would make it look far better once you get it to work. Just add it to its own line after "surfaceparm nomarks".




Darth Zion

Hmm...bored

50 XP

11th January 2006

0 Uploads

487 Posts

0 Threads

#4 12 years ago

textures/Castlevania_sky/Castlevania_night { qer_editorimage textures/Castlevania_sky/castlevania_n_dn surfaceparm sky surfaceparm noimpact surfaceparm nomarks surfaceparm nolightmap q3map_sunExt 0.884676 0.905047 1.000000 150 45 60 0.5 ~8 q3map_skylight 50 3 q3map_nofog skyParms textures/Castlevania_sky/NightSky 1024 - }

this is the updated version of it.

also the path in the pk3 for the sky textures is: Textures/Castlevania_sky




lassev

Degenerate scripter

50 XP

21st June 2004

0 Uploads

847 Posts

0 Threads

#5 12 years ago

Well, does the updated version work, Darth Zion? I have no idea if q3map2 minds that tilde or not, but probably it gives an error, if it doesn't like it. However, also otherwise: Does the compile finish without problems? You could try it in a test map easily. Also it would be good to check the console for possible in game error messages.

The updated shader also has a different name for the textures, so that must match physically, of course.




Darth Zion

Hmm...bored

50 XP

11th January 2006

0 Uploads

487 Posts

0 Threads

#6 12 years ago

textures/Castlevania_sky { qer_editorimage textures/Castlevania_sky/castlevania_n_dn surfaceparm sky surfaceparm noimpact surfaceparm nomarks surfaceparm nolightmap q3map_sunExt 0.884676 0.905047 1.000000 150 45 60 0.5 ~8 q3map_skylight 50 3 q3map_nofog skyParms textures/Castlevania_sky/NightSky 1024 - }

when I use this I get a hom effect.




Omegasigma

Mapper and concept artist

50 XP

16th March 2006

0 Uploads

1,484 Posts

0 Threads

#7 12 years ago

Well our shaders are identical cause i'm working on the same map as him, jus ttrying different approaches to it.




lassev

Degenerate scripter

50 XP

21st June 2004

0 Uploads

847 Posts

0 Threads

#8 12 years ago

Make a test map with the sky shader, and try it in SP. SP is more resistant to certain kinds of errors. If it doesn't work in SP, either, look at the console to see if the game reports any problems.

And if I still see one more time the tilde, I'm going to skip Castlevania related threads from that moment on (obviously not much of a threat, but why should it be... I'm just another mapper.)




Darth Zion

Hmm...bored

50 XP

11th January 2006

0 Uploads

487 Posts

0 Threads

#9 12 years ago

YEAH! I got the sky working! thnx lassev for your support(and yeah I also removed the tilde)