Page 1 of 1
Custom Sky texture!?
Posted: Sun Jun 22, 2003 4:46 pm
by m0g
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
Posted: Sun Jun 22, 2003 7:03 pm
by nuggets
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
Posted: Sun Jun 22, 2003 9:01 pm
by m0g
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?
Posted: Mon Jun 23, 2003 12:17 am
by nuggets
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

Posted: Mon Jun 23, 2003 1:43 am
by m0g
Cheers Nuggets!

I'll have a go at it...
Posted: Mon Jun 23, 2003 8:32 pm
by m0g
ehum...
Where should this folder 'env' be placed?!
In the:
/main folder
or
/main/map folder
Posted: Mon Jun 23, 2003 8:53 pm
by panTera
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)
Posted: Mon Jun 23, 2003 9:07 pm
by m0g
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:
Code: Select all
textures/sky/m0g
{
qer_keyword m0g
qer_keyword sky
surfaceparm nolightmap
surfaceparm noimpact
surfaceparm sky
skyParms env/m0g 512 -
}
is that the right path?
Posted: Tue Jun 24, 2003 5:44 am
by m0g
Dont worry... problem solved

Posted: Tue Jun 24, 2003 6:22 pm
by nuggets
sorry i forgot to say...
put a .tga file m0g.tga in a textures/sky folder aswell then you can select it
