ook_typhon Posted December 17, 2002 Share Posted December 17, 2002 I know I know this has been asked before but I am sure this is going to be a difrent question I know how to create I need a progam that will help me create the top of the sky box everything else is handled Link to comment Share on other sites More sharing options...
Leslie Judge Posted December 17, 2002 Share Posted December 17, 2002 Terragen? Link to comment Share on other sites More sharing options...
ook_typhon Posted December 17, 2002 Author Share Posted December 17, 2002 Thats what im useing and I also have Terrasky But the top I dont know how to create a matching top Link to comment Share on other sites More sharing options...
Leslie Judge Posted December 17, 2002 Share Posted December 17, 2002 In Terragen I use head (H): 90 and pitch (P): 90 for the top. Of course I use H:0, P:0 for back, H:90, P:0 for right, H:180, P:0 for front, H:270(-90), P:0 for left and H: 90, P:-90 for down. Link to comment Share on other sites More sharing options...
ook_typhon Posted December 18, 2002 Author Share Posted December 18, 2002 Thanks MAN and your Project thiggy under your name I cant access it Link to comment Share on other sites More sharing options...
Leslie Judge Posted December 18, 2002 Share Posted December 18, 2002 It works for me. But no problem, you will find only a few screenies and the story's beginning. Link to comment Share on other sites More sharing options...
ook_typhon Posted December 18, 2002 Author Share Posted December 18, 2002 Hmm When I load it up in JK2 the Box is Black I dont know what do do please help me again I never have tried to make my own I useally just use the ones from JK2 but in makeing a snowwy one and I cant find anything like it Link to comment Share on other sites More sharing options...
Leslie Judge Posted December 18, 2002 Share Posted December 18, 2002 The JK2 Demo has the Ice sky shader, that's snowy. The game contains the shader itself so you can locate it under the Skies texture group but the six pictures are only in the demo's pk3. To get your sky shader work use one of the game's original. Copy and modify it to your needs. They are in the shaders folder under base in the skies.shader file. Link to comment Share on other sites More sharing options...
ook_typhon Posted December 18, 2002 Author Share Posted December 18, 2002 I would like to add my own by shaders are far beond me so if you know a good tutural please tell me or tell me what I have to do to copy one of LA and change the textures Link to comment Share on other sites More sharing options...
ook_typhon Posted December 18, 2002 Author Share Posted December 18, 2002 LOL ive figerd it out you use notepad But I still cant get my imiges to line up so any help here would be hot Link to comment Share on other sites More sharing options...
Leslie Judge Posted December 18, 2002 Share Posted December 18, 2002 OK, I'll make a tutorial about this on my project's page. Until that... What do you mean? You can't make the six pictures to match up properly? Terragen: I think I forget something to tell you, sorry for that. Make sure that the Zoom/Magnification value is set to 1. It is 1.414 by default. You can find that in the Rendering control window, but don't use the Zoom slider. Press the Camera settings... button and set the value in the appearing window. And render the pictures at 512x512 or 1024x1024. Use those settings I wrote above for the directions. Name the pictures as this: back: xxxx_bk.jpg, left: xxxx_lf.jpg, front: xxxx_ft.jpg, right: xxxx_rt.jpg, up: xxxx_up.jpg, down: xxxx_dn.jpg where xxxx is your sky's name. Save them in a directory under base/textures like: base/textures/yourmap. In the copy of a sky shader change the following lines: the first line textures/yourmap/yourskyname q3map_sun <red> <green> <blue> <intensity> <degrees> <elevation> q3map_surfacelight <intensity> skyParms textures/yourmap/xxxx <cloudheight> - Save the modified copy on a name like yourmap.shader into the base/shaders directory, where the other shader files are. Open the shaderlist.txt file and put your shader file's name at the end of it and save it. You can find a little description about the q3map_sun command at the very beginning of the skies.shader file. Hope this will help. Link to comment Share on other sites More sharing options...
ook_typhon Posted December 19, 2002 Author Share Posted December 19, 2002 Yer that helps alot thanks you must be good and is that the deathstar that you are making Thanks Again Link to comment Share on other sites More sharing options...
Leslie Judge Posted December 19, 2002 Share Posted December 19, 2002 I'm glad you say that. That prison thing was inspired by the Death Star's prison in A New Hope. Link to comment Share on other sites More sharing options...
ook_typhon Posted December 20, 2002 Author Share Posted December 20, 2002 Cool I hope to see it soon looks great Anyway thanks for the help that you have given me I am going to post some Images in a new thred if you want to see what you helped me on Link to comment Share on other sites More sharing options...
Leslie Judge Posted December 20, 2002 Share Posted December 20, 2002 Sure. See you in Showcase. Link to comment Share on other sites More sharing options...
ook_typhon Posted December 21, 2002 Author Share Posted December 21, 2002 Ive spoken way too soon Now I dont have lighting comming from the sky I dont know where I went wrong at first there was way too much now theres none at all :@ ill put the code in here so you can anlise it textures/skies/snow { lightcolor ( 0.988235 0.992157 0.843137 ) qer_editorimage textures/skies/sky.tga q3map_surfacelight 20 q3map_lightsubdivide 412 sun 1 1 1 200 0 90 surfaceparm sky surfaceparm noimpact surfaceparm nomarks notc skyParms textures/skies/snow 512 - } I put it a Sun because all of LA's Shaders are like that I hope you can help me again Here is a pic to help http://members.iinet.net.au/~philai/grrr.jpg Link to comment Share on other sites More sharing options...
Leslie Judge Posted December 21, 2002 Share Posted December 21, 2002 If you use q3map2 to compile the map then sun is not good because q3map2 doesn't know that command (so probably you use q3map2 since there is no light you say), use q3map_sun instead! If you use q3map_sun then both compilers will compile it with no problem. 20 for surfacelight is very little try higher values, but in my opinion the lack of sunlight is the main problem. I've never used that lightcolor thing, but I think it affects the emitted surfacelight. I use q3map_lightimage <texturename> and make a little 32x32 texture with the color I want. Oh, and that q3map_lightsubdivide value... is it good to be 412? Shouldn't it be 512? Link to comment Share on other sites More sharing options...
ook_typhon Posted December 22, 2002 Author Share Posted December 22, 2002 Like I said Shader NOOB here and Ill do what you said because you have more Experince at it more then me. I use JKRaident that comes with the Tools pack I dont know if that helps I dont like the Qraident because it doesnt pick up and textures I add or rip from Quake or SOF2 or MOHAA but any way Link to comment Share on other sites More sharing options...
ook_typhon Posted December 22, 2002 Author Share Posted December 22, 2002 For now I have added lights to do the trick dont know anyother way to fix it I have made the changes that you said the only thing I could think of is you write the code for me and post it and ill copy it and make the Folder changes Thanks for you help ether way you do it Link to comment Share on other sites More sharing options...
Leslie Judge Posted December 22, 2002 Share Posted December 22, 2002 I just noticed that you postd a picture. So, as I can see there's a very little light and that's probably the surfacelight with the value of 20. So that works. About sun: I really don't know why it doesn't work. Somebody has the same problem. I sent him my sky shader and he told me that didn't work either for him however it works fine for me. Link to comment Share on other sites More sharing options...
ook_typhon Posted December 23, 2002 Author Share Posted December 23, 2002 Do I have to keep reconpiling it everytime I make a change to the shader and I will increase the lightmap to see Link to comment Share on other sites More sharing options...
Leslie Judge Posted December 23, 2002 Share Posted December 23, 2002 Yes. But it is probably enough if you run BSP Relight only if you make changes in the shader. Link to comment Share on other sites More sharing options...
ook_typhon Posted December 23, 2002 Author Share Posted December 23, 2002 Ill keep you posted Link to comment Share on other sites More sharing options...
ook_typhon Posted December 24, 2002 Author Share Posted December 24, 2002 Nope still not wroking I dont know what else to do Unless you can create me one that works for you and I then try it also what editor do you use for JK2 Link to comment Share on other sites More sharing options...
Leslie Judge Posted December 24, 2002 Share Posted December 24, 2002 I use GtkRadiant 1.2.11 for editing and q3map2 for compiling. The other one I wrote about found his problem. He had a few downloaded maps and one of them used a sky with the same name as his sky. When he removed that custom map from the base folder the sun worked for him after recompile. Here's my sky: textures/twoofakind/sky_golthancity { qer_editorimage textures/twoofakind/env/golthancity_sky.jpg q3map_skylight 400 1 q3map_sun 1.000000 1.000000 1.000000 250 350 50 surfaceparm sky surfaceparm noimpact surfaceparm nomarks q3map_nolightmap skyParms textures/twoofakind/env/golthancity 512 - } I use the q3map2 specific q3map_skylight instead of the q3map_surfacelight-q3map_lightsubdivide pair. Link to comment Share on other sites More sharing options...
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