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I may of found a sky but theres some wierd directions that came with it


000nate

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I may of found a sky but theres some wierd directions that came with it. Heres what the read_me says:

 

* Shader Information *

 

Insert this into the bottom of skies.shader:

 

textures/skies/e3_glhq

{

qer_editorimage textures/skies/sky.tga

q3map_surfacelight 5

sun 0.8 0.8 1 50 0 70

surfaceparm sky

surfaceparm noimpact

surfaceparm nomarks

notc

q3map_nolightmap

skyParms textures/skies/glhq 512 -

}

 

 

 

 

* How to use this skybox *

 

Convert the included files into JPG using whatever compression meathod you wish, then

put the files, with the original names intact, into the base/textures/skies dir.

 

Add the above shader information to the bottom of skies.shader in base/shaders then

texture your sky with the e3_glhq shader in radiant.

 

If in game, the sky is just textured with a default texture, I have found a way to fix it.

You can either add the shader and the files back into the assets0.pk3 into their respective

folders - and remember to add them to your level's .pk3 when you are distributing it.

Or you can create you level's PK3 now, insert all the files into that, and just keep updating

the BSP as you make your level.

 

 

 

...........Its me now:

-Could someone tell me this readme in english, and/or discribe it so that I can understand it.

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Take the images and make them into .jpg, you can do this with mspaint, all you have to do to convert them (if they're not already .jpg's) is to open the image in mspaint, click "save as..." then retype the filename with quotes like this: "sky_lf.jpg" and save it to wherever you want, this will save it as a jpg and do that to all the images.

 

After all the images are jpg's you need to move them to base/textures/skies.

 

When that is done, for your map you need to make a shader file, all a shader file is is a text file with a fancy extention. So, to make a shader file, just make a new .txt file and then insert the shader information they gave you which would be:

 

textures/skies/e3_glhq

{

qer_editorimage textures/skies/sky.tga

q3map_surfacelight 5

sun 0.8 0.8 1 50 0 70

surfaceparm sky

surfaceparm noimpact

surfaceparm nomarks

notc

q3map_nolightmap

skyParms textures/skies/glhq 512 -

}

 

then click file > save as > and type "yourmapname.shader" with quotes otherwise it will be yourmapname.shader.txt, which is what you dont want. You want this file to be in base/shaders

 

When in Radiant, to get to your textures just click Textures > skies, and find the one that says "glhq512", note that it will NOT look like an image, it should just be a small box that says "sky" in it, texture whatever you want with that texture.

 

 

If you still dont get it, you should either find someone who can explain it in simpler terms than I, or just use a default skybox.

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