iSlak Posted September 19, 2002 Share Posted September 19, 2002 I'm having trouble implementing my skybox. The map is not displaying the textures for my skybox, nor does it have any sort of lighting affect on the map. My current situation, and what I have done in attempt to implement my skybox: Created the .shader file. Added my shader to the shaderlist.txt file. Created this directory for my shader textures: \textures\genome (Which is located in the base directory, of course.) Named my shader textures like so: top3_up.jpg top3_rt.jpg top3_lf.jpg top3_ft.jpg top3_dn.jpg top3_bk.jpg My shader script textures/genome/genome_sky0 { lightcolor ( 0 0 1 ) qer_editorimage textures/genome/sky_edit_image.jpg q3map_surfacelight 35 sun 0.75 0.79 1 130 0 40 surfaceparm sky surfaceparm noimpact surfaceparm nomarks q3map_nolightmap skyParms textures/genome/top3 512 - } To put this in perspective, I've duplicated the shader script for the bluelight skybox, and in the place of it's textures, I am using my own. The shader appears in my editor (GtkRadiant), however after applied to several textures, and the map being compiled (fastvis 1/2)... The textures for my skybox are displayed as a black plane, with white grid lines. Someone, anyone, please post a reply if you spot a problem, and how I should go about fixing/implenting this skybox. Link to comment Share on other sites More sharing options...
iSlak Posted September 19, 2002 Author Share Posted September 19, 2002 I just remembered there is an entire manual dedicated to this subject, the shader manual that is. I believe we all know what will ensue soon... "Oh, so that's where I screwed up!" Link to comment Share on other sites More sharing options...
iSlak Posted September 19, 2002 Author Share Posted September 19, 2002 Okay, apparently my shader is casting light as I have instucted it to. However, my shader textures are still not showing up in game. Link to comment Share on other sites More sharing options...
iSlak Posted September 19, 2002 Author Share Posted September 19, 2002 Thinking... skyParms textures/genome/top3 512 - Which references to: D:\Program Files\LucasArts\Star Wars JK II Jedi Outcast\GameData\base\textures\genome Shader textures located in the preceeding directory... top3_bk.jpg top3_dn.jpg top3_ft.jpg top3_lf.jpg top3_rt.jpg top3_up.jpg ... Link to comment Share on other sites More sharing options...
iSlak Posted September 19, 2002 Author Share Posted September 19, 2002 If i'm anywhere close to implementing this skybox, please tell me. Link to comment Share on other sites More sharing options...
iSlak Posted September 19, 2002 Author Share Posted September 19, 2002 Problem solved. I needed to input the sv_pure 0 command before loading my map. Link to comment Share on other sites More sharing options...
buckman Posted September 20, 2002 Share Posted September 20, 2002 Have you noticed that you are the only one posting in this thread? You just solved your own prblem! -Buck out Link to comment Share on other sites More sharing options...
iSlak Posted September 20, 2002 Author Share Posted September 20, 2002 Step 1: Address problem. Step 2: ... Step 3: Solution! Link to comment Share on other sites More sharing options...
TheDeathBringer Posted September 20, 2002 Share Posted September 20, 2002 Multiple personalitys... all you have to do is talk to your self to figure out your problems.... j/k man glad you figured it out:rolleyes: Link to comment Share on other sites More sharing options...
iSlak Posted September 21, 2002 Author Share Posted September 21, 2002 Typically when I'm posting a problem and seek support I'll do the following, in this order. 1: Try to implement it on my own. 2: Read posts relating to it. 3: Create a thread to obtain support (I try to provide as many details as possible.) 4: Keep to implement my mapping idea, while waiting for a response and read more related threads. Usually in futility. 5: .... 6: Solution! This is also a way for me to log my activies (providing the details of my attempt) and go over them. Usually something will click. Link to comment Share on other sites More sharing options...
lassev Posted September 21, 2002 Share Posted September 21, 2002 Now, I'm very interested in your Step 5, for it looks like it's the actual solution to your problems, while Step 6 seems to be just noticing the fact there's no longer a problem. Otherwise, your way of problem solving is the same as with other people, I think. As far as I can see, most solutions to your problems you indeed get from other posts, either by chance or by... well, a better chance. And one should never forget the examples Raven kindly left us. They are more precious than any other source. Link to comment Share on other sites More sharing options...
Shadriss Posted September 22, 2002 Share Posted September 22, 2002 Just a note - I dont think your box IS emitting light, as you have the line "q3map_nolightmap " in your shader script. If you want it to emit light, you'll have to change that to a light value and a color value. I cant remember the command lines off hand, but... Link to comment Share on other sites More sharing options...
Leslie Judge Posted September 22, 2002 Share Posted September 22, 2002 Shadriss The q3map_nolightmap just makes sure that no lightmap will be created on the sky. The light emitting commands are q3map_surfacelight and q3map_sun. Link to comment Share on other sites More sharing options...
TheDeathBringer Posted September 22, 2002 Share Posted September 22, 2002 Now you get feedback!!!! Link to comment Share on other sites More sharing options...
Shadriss Posted September 23, 2002 Share Posted September 23, 2002 How does that q3map_sun command work? I take it that it sets the direction of the light? For shadowing effect? Link to comment Share on other sites More sharing options...
Leslie Judge Posted September 23, 2002 Share Posted September 23, 2002 You can say that. I think the most exact description can be: ''The q3map_sun is for imitating sunlight.' As you can see in the skies.shader file, you can set the color, intensity, degrees and elevation OF THE SUN. Link to comment Share on other sites More sharing options...
Shadriss Posted September 23, 2002 Share Posted September 23, 2002 Ok. So answer the actual question - how to make it WORK. Numbers, etc... Link to comment Share on other sites More sharing options...
lassev Posted September 24, 2002 Share Posted September 24, 2002 I can't give you any sun-numbers right away, though if you give a glance at the skies shader, you will see a short span of text in the beginning telling you what the numbers mean. After that, it's easy enough. And in the end, you must try it out with you map. But I can tell you, it WORKs quit nicely. I have used it with a sunset skybox and the long shadows are relatively good. Link to comment Share on other sites More sharing options...
Leslie Judge Posted September 24, 2002 Share Posted September 24, 2002 What to say? q3map_sun <red> <green> <blue> <intensity> <degrees> <elevation> The RGB components are between 0 and 1. Intensitiy is much like the light key in light entites. Set 100 for a bright sun. Degrees say which direction the sun is (0 to 360). Elevation say how high is the sun in degrees so 0 to 90. Link to comment Share on other sites More sharing options...
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