Quake 3 BSP skyboxes?
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Quake 3 BSP skyboxes?
Im having quite a bit of troubles getting a skybox to show up! I have a hollowed box around my map with a shader named map1_sky.
Then my shader looks like this:
When I compile and start up my map, there is just a big black box surrounding my map. Any help would be much appreciated!
Then my shader looks like this:
- Code: Select all
textures/map1/map1_skybox1
{
qer_editorimage textures/map1/sky1.tga
surfaceparm noimpact
surfaceparm nolightmap
surfaceparm sky
q3map_sun .1 .2 .8 130 170 78
q3map_surfacelight 130
skyparms env/map1/sky - -
}
When I compile and start up my map, there is just a big black box surrounding my map. Any help would be much appreciated!
-

Mexicouger - Posts: 514
- Joined: Sat May 01, 2010 10:12 pm
Re: Quake 3 BSP skyboxes?
Here is my sky shader:
Just ignore the // commented lines, those are just tests.
- Code: Select all
textures/dev-orange-black
{
// q3map_sunExt 1 1 1 120 -35 25 3 16 // red green blue intensity degrees elevation deviance samples
// q3map_lightmapFilterRadius 0 8 // self other
// q3map lightimage env/envmap/miramar_up.tga //color of projected light
// q3map_globaltexture
//q3map_lightsubdivide 256
//q3map_surfacelight 400
// fog density red green blue [alpha [mindist [maxdist [top [fadedepth]]]]])
qer_editorimage env/envmap/darkness_sky/editor.jpg
skyParms env/envmap/darkness_sky/darkness_sky 2048 -
q3map lightimage env/envmap/darkness_sky/darkness_sky_up.tga //color of projected light
q3map_globaltexture
q3map_sunExt 0.68 0.68 0.90 200 250 50 // R G B Intensity Angle Pitch
q3map_skylight 100 4 // amount iterations
q3map_noFog
surfaceparm sky // flags compiler that this is sky
surfaceparm noimpact
surfaceparm nolightmap
surfaceparm nodlight
nopicmip
nomipmaps
}
Just ignore the // commented lines, those are just tests.
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-

Chip - Posts: 575
- Joined: Wed Jan 21, 2009 9:12 am
- Location: Dublin, Ireland
Re: Quake 3 BSP skyboxes?
I tried your shader as well and applied it and its still nothing but a black box... Im wondering if theres something more I need to do with creating a box around my map. Do I need to just apply the shader on the inner faces, and apply something else on the outer faces?
EDIT: My bad haha. I just had fog turned on this whole time and it was disabling me from seeing anything!! So I had a skybox this entire time. Moral of this story? Don't put fog until your done with the map.
EDIT: My bad haha. I just had fog turned on this whole time and it was disabling me from seeing anything!! So I had a skybox this entire time. Moral of this story? Don't put fog until your done with the map.
Last edited by Mexicouger on Sat Sep 01, 2012 2:31 pm, edited 1 time in total.
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Mexicouger - Posts: 514
- Joined: Sat May 01, 2010 10:12 pm
Re: Quake 3 BSP skyboxes?
While Im on topic, how exactly do I create a cloud layer? I thought I was doing it right but I guess not. And my skybox doesn't show up automatically either, I have to load it through the console "loadsky sky_"
- Code: Select all
textures/map1/map1_skybox
{
qer_editorimage textures/map1/sky1.tga
surfaceparm noimpact
surfaceparm nolightmap
surfaceparm sky
q3map_globaltexture
q3map_lightsubdivide 256
q3map_sun .1 .2 .8 50 170 78
q3map_surfacelight 50
skyparms env/sky_ 512 -
{
map textures/map1/clouds.tga
tcMod scroll 0.1 0.1
tcMod scale 3 2
}
}
-

Mexicouger - Posts: 514
- Joined: Sat May 01, 2010 10:12 pm
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