kovo_shenzi Posted July 1, 2002 Share Posted July 1, 2002 How do you go about making new sky shaders? Link to comment Share on other sites More sharing options...
Garland Posted July 1, 2002 Share Posted July 1, 2002 The easiest way is to edit and make your own. The second easiest way is to read the shader guide at http://www.heppler.com/shader/ Anyway, skies are just shaders. In order for the engine to treat it as a sky you have to include "surfaceparm sky" when making the shader. (I don't use the shader editor, but that probably adds some ease to making them. In most cases you'll want to have a skybox (a collection of 6 images for each side of a "box" that is projected where the sky brushes are), but I myself don't use skyboxes, too hard to make. Heh. So I just make simple skies. Here's a sample sky: textures/path/sky { qer_editorimage textures/path/qerpic surfaceparm sky surfaceparm noimpact { map textures/path/skypic tcMod scroll 0.03 0.03 tcMod scale 3 3 } } qer_editorimage - what pic will be used in the editor. surfaceparm sky - is what makes it a sky surfaceparm noimpact - makes it so nothing hits the sky, blasts will go through it. tcMod scroll - scrolling horizontal/vertical speeds tcMod scale - the size stretching of the image in hieght/width Hope this helps, sorry if it doesn't. ^^ -Garland Link to comment Share on other sites More sharing options...
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