I want to use my own sky texture, but dont know what to do?
Can anyone point me in the right direction of how to accomplish this.
Shall I create a Textures folder within my map and add ashader with the information/link for the jpg... Also is the texture visible within Mohradiant, when adding?
Tips, sites tutorials pls
Custom Sky texture!?
Moderator: Moderators
-
nuggets
- General
- Posts: 1006
- Joined: Fri Feb 28, 2003 2:57 am
- Location: U-england-K (england in the UK) :P
- Contact:
how much about texturing do you already know, without going into too much detail so i don't end up wasting your time and mine, you have to create 6 textures and a .shader file for them, that's the basics, if you look at other sky textures already made that'll give you what you need to know
hope this helps, prob not cos it's all foreign 2 me :-/
Well I understand the basics of adding custom texture to a brush, but after been looking into my pk3's i took out the 'african night' sky texture...
I understand that there should be 6 seperate faces for: up, down, sides, etc... but now I have to figure out how to create a shader and then get it to displey eithin mohradiant so that i can apply to it. Or is there another way of doing it?
I understand that there should be 6 seperate faces for: up, down, sides, etc... but now I have to figure out how to create a shader and then get it to displey eithin mohradiant so that i can apply to it. Or is there another way of doing it?
m0g
diskawa
diskawa
-
nuggets
- General
- Posts: 1006
- Joined: Fri Feb 28, 2003 2:57 am
- Location: U-england-K (england in the UK) :P
- Contact:
ok 1stly
create all the six images 512 x 512 and then name them in either JPG BMP or TGA format as and they must be!!! (you can change the yourname)
yourname_bk.jpg
yourname_dn.jpg
yourname_ft.jpg
yourname_lt.jpg
yourname_rt.jpg
yourname_up.jpg
ok so it maybe called m0g_up.jpg etc...
each one is self explanitory for where it's positioned but just incase
in the order as previously displayed...
back; bottom; front; left; right and top
so the right hand side of right will need to match the left hand side or back etc...
then place all those files in a folder called env, nothing more nothing less
then create a notepad and call it yourname.shader so possibly m0g.shader
make sure it is a .shader file and not a .txt file
then inside there place this script
textures/sky/m0g
{
qer_keyword m0g
qer_keyword sky
surfaceparm nolightmap
surfaceparm noimpact
surfaceparm sky
skyParms env/m0g 512 -
}
if your not calling it m0g change it to what it is called in both places
then in radiant, type sky or m0g in the texture box and it'll now show your sky texture, place as placing a normal texture
if you wanted to have moving clouds on the sky you will need to edit the .shader file to
textures/sky/m0g
{
qer_keyword m0g
qer_keyword sky
surfaceparm nolightmap
surfaceparm noimpact
surfaceparm sky
skyParms env/m0g 512 -
{
map textures/sky/talonclouds.tga
blendFunc add
tcMod scroll .005 .003
tcMod scale 3 2
}
}
the scroll .005 .003 is the scroll speeds
and the scale well the scale they appear
i don't think i've mixed anything, so good luck
create all the six images 512 x 512 and then name them in either JPG BMP or TGA format as and they must be!!! (you can change the yourname)
yourname_bk.jpg
yourname_dn.jpg
yourname_ft.jpg
yourname_lt.jpg
yourname_rt.jpg
yourname_up.jpg
ok so it maybe called m0g_up.jpg etc...
each one is self explanitory for where it's positioned but just incase
in the order as previously displayed...
back; bottom; front; left; right and top
so the right hand side of right will need to match the left hand side or back etc...
then place all those files in a folder called env, nothing more nothing less
then create a notepad and call it yourname.shader so possibly m0g.shader
make sure it is a .shader file and not a .txt file
then inside there place this script
textures/sky/m0g
{
qer_keyword m0g
qer_keyword sky
surfaceparm nolightmap
surfaceparm noimpact
surfaceparm sky
skyParms env/m0g 512 -
}
if your not calling it m0g change it to what it is called in both places
then in radiant, type sky or m0g in the texture box and it'll now show your sky texture, place as placing a normal texture
if you wanted to have moving clouds on the sky you will need to edit the .shader file to
textures/sky/m0g
{
qer_keyword m0g
qer_keyword sky
surfaceparm nolightmap
surfaceparm noimpact
surfaceparm sky
skyParms env/m0g 512 -
{
map textures/sky/talonclouds.tga
blendFunc add
tcMod scroll .005 .003
tcMod scale 3 2
}
}
the scroll .005 .003 is the scroll speeds
and the scale well the scale they appear
i don't think i've mixed anything, so good luck
hope this helps, prob not cos it's all foreign 2 me :-/
ehum...
Where should this folder 'env' be placed?!
In the:
/main folder
or
/main/map folder
Where should this folder 'env' be placed?!
In the:
/main folder
or
/main/map folder
m0g
diskawa
diskawa
-
panTera
- Brigadier General
- Posts: 573
- Joined: Wed Jan 29, 2003 11:46 pm
- Location: The Netherlands
- Contact:
ow I know, I know!
/main
Without an qer_editor-image your sky will be displayed as a small blue/black missing texture in Radiant; however the sky will be loaded in game.
(btw, good post Nuggets! A few things, the sky-images can also be 256x256.
(*)The "skyParms env/skyname 512 -" in the shader is just to set the cloudheight > which controls the apparent curvature of the cloud layers. The default value is 128. If you use a sky without a layer of clouds, you can set it to "-", so you'd get "skyParms env/skyname - -"
(* from q3a-shadermanual)
/main
Without an qer_editor-image your sky will be displayed as a small blue/black missing texture in Radiant; however the sky will be loaded in game.
(btw, good post Nuggets! A few things, the sky-images can also be 256x256.
(*)The "skyParms env/skyname 512 -" in the shader is just to set the cloudheight > which controls the apparent curvature of the cloud layers. The default value is 128. If you use a sky without a layer of clouds, you can set it to "-", so you'd get "skyParms env/skyname - -"
(* from q3a-shadermanual)
hm.. it doesnt show up at all
I put the 'env' folder within the 'main', in there i got 6 textures:
m0g_bk.tga
m0g_dn.tga
m0g_ft.tga
m0g_lf.tga
m0g_rt.tga
m0g_up.tga
and my shader:
m0gskyb0x.shader
The shader script look like this:
is that the right path?
I put the 'env' folder within the 'main', in there i got 6 textures:
m0g_bk.tga
m0g_dn.tga
m0g_ft.tga
m0g_lf.tga
m0g_rt.tga
m0g_up.tga
and my shader:
m0gskyb0x.shader
The shader script look like this:
Code: Select all
textures/sky/m0g
{
qer_keyword m0g
qer_keyword sky
surfaceparm nolightmap
surfaceparm noimpact
surfaceparm sky
skyParms env/m0g 512 -
}
Last edited by m0g on Tue Jun 24, 2003 10:02 am, edited 1 time in total.
m0g
diskawa
diskawa