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sky shaders


JeeMonkey

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Look at skies.shader and check out how sky textures are referred to in those codes. It's pretty simple, you just type out the name of the sky texture without the _ft, _rt, _dn, etc tags. You can use a set of textures in as many shaders as you want.

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that would work if i wanted to make one texture into a sky shader.....but what i have is 6 sky shaders one for each side of the sky box.....and i want to turn those 6 sky textures into a single sky shader.........or are you saying i should make 6 separate sky shaders, one for each of my sky textures???

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Absolutely not. Reread what I wrote more carefully, then read this post. Let's say you have 6 images (you must remember the distinction between textures or images, which are static jpg or tga files, and shaders, the special-effects things you define in a shader file--you can't have multiple shaders on the faces of a skybox) you have for your skybox are called yoursky_ft, yoursky_bk, yoursky_up, yoursky_dn, yoursky_lf, and yoursky_rt. A basic sky shader using these images looks like this:

 

textures/yourmap/sky
{
qer_editorimage textures/skies/sky.tga
surfaceparm sky
surfaceparm noimpact
surfaceparm nomarks
notc
q3map_nolightmap
skyParms [u]textures/yourmap/yoursky[/u] 512 -
}

 

The bit underlined is where you specify your sky images. Provide the image path from the base folder, minus the file extension and the _ft, _bk, etc suffixes (as I wrote above).

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