Custom sky

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wacko
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Custom sky

Post by wacko »

I found a thread about it in the forum, but the link it gave me was a tut for terragen or sth.
I have already my 6 pix for the sky. All I'd need is where to put them, what i'd have to write in the shader-file, what it is to be called, where to be put and so on.
I've found nice levels with custom skies but when I tried to copy their structure, it didn't work :cry:

I often read sth about 'tell me, when you need a tut'. Now you can do so, if you know how it works.
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Post by jv_map »

For a skybox, you need 6 textures. Prefix the filenames with your texture name. For example, you're working on a sky texture called 'mysky'.

You'll need these image files (e.g. in the /env folder):
mysky_fw.jp
mysky_lf.jpg
mysky_bk.jpg
mysky_rt.jpg
mysky_up.jpg
mysky_dn.jpg

In the shader file, write something like this:

Code: Select all

textures/sky/mysky
{
	qer_keyword sky
	surfaceparm nolightmap
	surfaceparm noimpact
	surfaceparm sky
	skyParms env/mysky 512 -
}
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wacko
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Post by wacko »

the 6 textures in main/env. fine!
probably sth called mysky.jpg for mohrad to show in main/textures/sky
the shader-part in the already existing shader-fle mymap.shader (for other custom textures) in main/scripts.
is this correct?
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Post by jv_map »

Yes, although it should work within the textures/sky folder as well.
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mohaa_rox
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Post by mohaa_rox »

There's some custom sky textures @ TMT.
Live to map, not map to live.
-mohaa_rox, .map
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Post by wacko »

it worked :D
don't know though what is differnet to atleast one or two tries I had before :?
thanks for helping! a tut bout it wouldn't be bad what do you think?
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Post by jv_map »

There's an excellent tut at TMT yet, but ofcourse we love tuts also 8).
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wacko
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Post by wacko »

if TMT is TheModdingTheatre, then THIS tutorial is hidden very well... I looked in MOH Tutorials, and I found absolutely nothing about skies
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Post by jv_map »

You're right, they hid it very well. Weird... Well I found something in the forums, written by our very own General Death 8).

http://www.modtheater.com/forum/showthr ... eadid=3266
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wacko
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Post by wacko »

Well I found something in the forums, written by our very own General Death .
that's the one i told about in my very first post in this thread.
I'm not sure (haven't tried it), whether terrasky will do the shader and put all files where they belong in my mohaa folder?
If yes :oops: if not, those things I wanted to know weren't answered - well, until you did :)
but this is all talking for nothing, those flickering lights would be much more interesting :wink:
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wacko
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Post by wacko »

There's some custom sky textures @ TMT.
Haven't found them either (too?, neither?, anyway, I didn't find them)
:?
haven't found - didn't find... where's the english grammar forum????
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Post by jv_map »

Drop TheStorm a private message :wink:.
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Post by wacko »

'bout grammar or the lights :?:
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Post by jv_map »

'bout the skies :idea:
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Post by panTera »

Hmm, this is probably the same thing jv_map said, but I thought I'd sum it up one more time. I've tried a few custom skies and so far I have them all working. This is what I have:

the 6 sky-images in "main/env", this is the actual sky,
the shader in "main/scripts", I just named it "sky-myskyname",
and (if you like), the little tga-file in "main/textures/sky" (the little 64x64 image you see in Mohradiant, just for editing),

in your shader:

textures/sky/myskyname
{
qer_editorimage textures/sky/your_radiant_image.tga
surfaceparm nolightmap
surfaceparm noimpact
surfaceparm sky
skyParms env/myskyname 512 -
}

All you really need is the 6 files in main/env and the shader in main/scripts, but then of course you must get rid of the "qer_editorimage .."-line in your :roll: shader.
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