PainGod Posted June 6, 2002 Share Posted June 6, 2002 Alright. I can build an indoor level all day long. No troubles there at all. But I'm building an outdoor, tatooine level that is intended to be a daylight sequel to duel_sandcrawler (which was at night for this very %!$# reason) and I cannot make the "boxness" of the map go away. I have a shader sky with two suns that a friend emailed me and it's lightvalue is set at 75 or so. The other 4 walls and floor are regular textures (outdoorsy-looking Arizona shiznit). I have no clue where to find wall textures that will also be shaders and I can't build one from scratch though i am intelligent enough to read the shader file and look stuff up online. I have mitered my edges and tops of where my walls meet the ceiling. When I compile, I can plainly see the creases of the walls. You dont even have to squint. They are as big as day. Especially since the light is refracting off the 90 degree edges and casting a shadow. I'm ready to give up. I need some advice badly. I've built Amidalas Queen Naboo ship and a few other really cool surprises and it would be a serious shame to throw all this away or do another nighttime map. I'vce seen other outdoor maps and there are never any creases visible. I have no idea how to emulate that effect. I point to Carkoon (the duel one primarily) as a prime example. Please help. I'm really ready to trash this whole mess. Pg Link to comment Share on other sites More sharing options...
Xcom Posted June 6, 2002 Share Posted June 6, 2002 I don't get it. You applied sky shader to the 'ceiling' brush and normal textures to walls and the floor? Is this correct? If this is it, then no wonder it doesn't work. You have to apply sky shader to all brushes (read brush faces) surrounding your world. Anyway, perhaps you don't comletely understand what a 'sky' shader does. Skyshader always consists of 6 images, front, back, left, right, top, bottom. If you look into textures/skies you'll see for example: bespin_ft bespin_lt bespin_bk bespin_rt bespin_dn bespin_up Engine automatically puts them in the right place. Yet in shader code you just mention: skyParms textures/skies/bespin 512 - So, I guess if your friend just made you the top texture, you can't really use it. You need all six images which fit each other. Link to comment Share on other sites More sharing options...
DividedByZero Posted June 6, 2002 Share Posted June 6, 2002 Could you explain how to apply them in more n00bish terms? I make a box around the map, hollow it, then how would I apply the bespin textures automaticly to the right places? Link to comment Share on other sites More sharing options...
PainGod Posted June 6, 2002 Author Share Posted June 6, 2002 Ok i feel REALLY stupid now. *crawls back into cave* Yes, XCom, (fav game of mine btw) you nailed it. Jesus Christ. All that bitchin I did. And it seems like I knew this already but lost it several versions of worldcraft ago... ugh. But now the texture doesnt really match the floor (and he did give me several textures and they all do what you say.) So, back to square 1 but at least i know wth I'm doing now. This sucks when you take breaks from mapping for RL stuff... esp. when they are years apart from each other. LOL. I've been married and divorced since my last real serious mapping effort. Tell ya anything? Link to comment Share on other sites More sharing options...
RichDiesal Posted June 6, 2002 Share Posted June 6, 2002 Originally posted by Xcom I don't get it. You applied sky shader to the 'ceiling' brush and normal textures to walls and the floor? Is this correct? If this is it, then no wonder it doesn't work. You have to apply sky shader to all brushes (read brush faces) surrounding your world. Not true... You can place a sky shader on any surface and have it open to the skies beyond... Link to comment Share on other sites More sharing options...
Joe_18 Posted June 6, 2002 Share Posted June 6, 2002 ok i am having sky box trouble as well mostly with scripting the shader. i have 6 imagest forest_up ect... can someone please take pitty on a shader noob and tell me where the files have to be and the coding i need to have? thanks Link to comment Share on other sites More sharing options...
PainGod Posted June 6, 2002 Author Share Posted June 6, 2002 The shader file (whatever.shader) should be on the shaders folder. That was all I had to do to get mine working. Link to comment Share on other sites More sharing options...
Graphicsgod Posted June 6, 2002 Share Posted June 6, 2002 Ok everyone thats having skybox trouble,.. send me the files and I'll make it work. You can do a lot with skyboxes in Q3, you just have to know the code . Graphicsgod2@hotmail.com Link to comment Share on other sites More sharing options...
Xcom Posted June 6, 2002 Share Posted June 6, 2002 Originally posted by RichDiesal Not true... You can place a sky shader on any surface and have it open to the skies beyond... Yes, I know that but what I meant is when you have a box basically surrounding your map you should apply sky shader to the walls, floor and ceiling of that box. You can't just put sky shader on top and normal textures on the walls and make it look alright. Link to comment Share on other sites More sharing options...
PainGod Posted June 6, 2002 Author Share Posted June 6, 2002 ...as I lamented about. Link to comment Share on other sites More sharing options...
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