Quake 3 BSP skyboxes?

Discuss the construction of maps and the tools to create maps for 3D games.
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Mexicouger
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Joined: Sat May 01, 2010 10:12 pm
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Quake 3 BSP skyboxes?

Post by Mexicouger »

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:

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!
Chip
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Joined: Wed Jan 21, 2009 9:12 am
Location: Dublin, Ireland
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Re: Quake 3 BSP skyboxes?

Post by Chip »

Here is my sky shader:

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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Mexicouger
Posts: 514
Joined: Sat May 01, 2010 10:12 pm
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Re: Quake 3 BSP skyboxes?

Post by Mexicouger »

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.
Last edited by Mexicouger on Sat Sep 01, 2012 2:31 pm, edited 1 time in total.
Spike
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Re: Quake 3 BSP skyboxes?

Post by Spike »

r_fastsky 0
Mexicouger
Posts: 514
Joined: Sat May 01, 2010 10:12 pm
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Re: Quake 3 BSP skyboxes?

Post by Mexicouger »

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
	}

}
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