Skybox shader creates HOM -1 reply

Please wait...

Komeet

I'm too cool to Post

50 XP

28th June 2008

0 Uploads

14 Posts

0 Threads

#1 10 years ago

Hello, it's my first post here (and I'm most ashamed that it has to be a request for help), but when I was searching for an answer, I started thinking that you guys may help me after all :) . After about 3 hours of searching, about how to create a skybox shader, I used many premade shaders (in which I edited the path to the image of course). Sometimes my "sky" was solid, one color (should be that) and it was hittable (saber marks, basically just a normal, solid brush). Other times it created Hall of Mirrors effect. Here's a shader: textures/centraltown/sky { qer_editorimage textures/skies/sky.tga q3map_skylight 100 3 q3map_sun 1 1 1 100 90 75 surfaceparm sky surfaceparm noimpact surfaceparm nomarks notc q3map_nolightmap skyParms textures/centraltown/sky 512 - } I have tried to put my shader file name into the shaderlist.txt too, but nothing happened. Any help would be appreciated! Edit: One more thing: Does the fact that my sky texture is 16x16 pixels and in one color, make any difference?




Guest

I didn't make it!

0 XP

 
#2 10 years ago
Komeet;4405692 Edit: One more thing: Does the fact that my sky texture is 16x16 pixels and in one color, make any difference?

Probably, because normal JK3 skies are 1024x1024, and low res is 512x512, so up the resolution.

Also, what is the current problem, or does it give you a different one every time the map starts? Another thing is: Is your map too big to even see the sky from the ground? JKA has a adjustable limit on how far you can see, so that can be a problem.




Komeet

I'm too cool to Post

50 XP

28th June 2008

0 Uploads

14 Posts

0 Threads

#3 10 years ago

Nope, nothing, tried both 512 and 1024, I even tried creating a separate sky shader file, because the base sky shaders were in one file and the so popular jedi's home had the same thing. My current problem is (with the shader i put above) that the sky is a hall of mirrors, but it's solid. And yes, I can "see" the sky, it's very small :p




Guest

I didn't make it!

0 XP

 
#4 10 years ago

Hmm, I don't have gtk radiant installed to test it, but I have a old shader that I know works, so try replacing your shader with this:

textures/skies/townsky { qer_editorimage textures/skies/sky q3map_lightRGB 1 0.53516 0.17578 q3map_skylight 200 5 surfaceparm sky surfaceparm noimpact surfaceparm nomarks q3map_lightmapFilterRadius 0 8 q3map_sunExt .98 0.92 0.83 50 275 20 1 2 notc q3map_nolightmap skyParms textures/skies/townsky 1024 - }

I changed the directory to skies, because a directory outside the standard skies folder shouldn't, but might be a problem. I also changed the name of the sky from sky to townsky, because the name "sky" might also confuse the game. Be sure to also change shaderlist.txt also. At the bottom of the list, there should be no directories, simply the word: "townsky" without quotation marks. When you try that, tell me what happens. If you do it right, it should work all right. Also, if you don't throw the texture in a pk3, make sure you type sv_pure 0 in the console before starting your map.




Komeet

I'm too cool to Post

50 XP

28th June 2008

0 Uploads

14 Posts

0 Threads

#5 10 years ago

Alright, lemme fire up my bat file then :D. I'll edit to see if it works or not Edit: Ok, here's what I got: Now it's the texture it's supposed to be, but it isn't sky-like (it doesn't create the illusion). Also, saber leaves marks on it. If i knew what i am doing wrong...




Guest

I didn't make it!

0 XP

 
#6 10 years ago

Be sure you are applying the shader file and not the texture. You may want to refer to this page: http://forums.filefront.com/sw-jk3-modding-editing/356773-needing-some-help.html

It has a small tutorial on how to use a skybox, in case you missed anything.