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SkyPortal Tutorial
Posted: Sat Mar 01, 2008 5:32 am
by bdbodger
Well here is a skyportal tutorial short but sweet .
Step 1
Create a small skybox and texture it as you would any skybox . Add a brush and make it a script_skyorigin . Add an other brush and give it the common/caulk texture then make it a script object . Deselect all brushes then select the script_skyorigin brush first then the script_object . With both selected press control K so that the script_skyorigin targets the script_object . Next add a light enity ( mandatory ) . Next add what ever you wish to this skybox . What ever you add will be part of the sky texture of your level when you create it in step 2 .
Step 2
Create your level as you have done before only this time texture the skybox with the common/skyportal texture .
Step 3
Compile map
Now the trees will always be far away even as you run toward them . The portal skybox will act as a sky texture . You can add what ever you wish to your portal skybox fire , smoke etc but you still have to be aware of FPS .
Posted: Sat Mar 01, 2008 7:41 am
by ViPER
Great stuff - you should include the .map and .bsp as they were very helpfull as well.
Posted: Sat Mar 01, 2008 12:06 pm
by Rookie One.pl
Wow!

Didn't know this kind of stuff was possible. Impressive.
Posted: Sat Mar 01, 2008 12:21 pm
by bdbodger
Idea taken from an example map done by JV map dated 11/17/2003

Tutorial pictures are from a map I did for the tutorial . ( Just to be sure of the method )
Posted: Sat Mar 01, 2008 8:32 pm
by Rookie One.pl
Heh, see? One should never constrain self to just one realm (scripting in my case).

Posted: Sun Mar 02, 2008 7:48 am
by ViPER
multiple skies was discussed - if possible, how to script switching to a second sky?
Posted: Sun Mar 02, 2008 8:58 am
by Waylander76
Does the method differ for Spearhead as I followed the above tutorial, compiled my map and got a lovely hall of mirrors effect.
The message in console was
'Sky being drawn in a Skyportal! Bad! Bad!'

Posted: Sun Mar 02, 2008 11:27 am
by ViPER
looks like you don't have a light entity.
Take a look at his example....
PortalSky.pk3
Posted: Sun Mar 02, 2008 11:27 pm
by Waylander76
Viper yes there is a light entity in the map.
I looked at the example and the .bsp runs fine on spearhead, however if i compile the map from the .pk3, exactly as it is, I get the same thing
as in my screenshot above...any ideas?
Posted: Mon Mar 03, 2008 7:36 am
by ViPER
do you have the entdefs.pk3 ? if so, post the error log
Posted: Mon Mar 03, 2008 11:12 am
by bdbodger
It may not help but you can try deleting the script_skyorigin and the scirpt_object and redoing them . That can help some of the time but I have no Idea if it will work in SH . Another thing to look at is JV maps version . It is totally different from mine it uses r_skyportal and r_skyportal_origin cvar as well as stufftext to create the sky portal . I think there are problems with it . It may give you some strange effects but look at the method .
JV_skyportal.pk3
Also have a look at this map I did for fun it has the moon rising and setting . Adjust script for moon speed .
Moonsky.pk3
Posted: Tue Mar 04, 2008 4:54 pm
by At0miC
That's cool. I tried something similair before but couldn't figure it out.
Posted: Tue Mar 04, 2008 6:13 pm
by Waylander76
Viper - yes entefs.pk3 is there
Bdbodger - yes i tried deleting the script_object and sky_origin and redoing them, still no joy.
I did have a look at the yours and JV's maps and in Radiant there is another sky_orgin....it looks to be made of a brush and is not an entity.
However when this is compiled the map loads with the error that that there
are duplicate sky_origins and takes me back to the menu room.
Now if I run the previously compiled versions of yours or JV's from the pk3's they run no problem.
I'm beginning to think the dev's have broken sky_portals in SH....
Posted: Tue Mar 04, 2008 8:00 pm
by ViPER
works for me in SH.
Compile Bodgers example and see what happens. If it doesn't work, it must has something to do with your set up.
If it does work - then your doing something wrong

Posted: Tue Mar 04, 2008 11:55 pm
by Waylander76
Well i think i might have found the problem.... Q3map.exe
If I compile the example maps with the Q3map.exe from the AA SDK all is well and they work as they should, even my test map works.
However if I compile them with the Q3map.exe from the SH SDK I get the hall of mirrors effect.
I reinstalled the SH SDK and still the HOM result.
The Q3map.exe from the SH SDK is 908kb and the one from the AA SDK
is 880kb
What are the differences between the two?
Can i use the one from the AA SDK to compile a SH map??