Title: Skybox problem? Post by: matija123 on February 21, 2014, 01:24:36 PM I started mapping since 4 months ago and i really like it, i mapped all kinds of maps Defrag, FFA, CTF.
But i never put skybox in it. When i put skybox on radiant it wont have light (maybe its shaders?) and its like 500 skyboxes in one grid. I really need some help. Thank you! :D Title: Re: Skybox problem? Post by: Akom74 on February 21, 2014, 01:32:37 PM Witch type of Radiant ?
I mean: Q3Radiant - GTKradiant - NETradiant ? First of all you have to make your personal shader for the skybox, or take one from OA original and modify it as you want. Like this: matija_sky.shader Quote textures/matija_sky { qer_editorimage textures/matija_sky.tga surfaceparm noimpact surfaceparm nolightmap q3map_globaltexture q3map_lightsubdivide 256 q3map_surfacelight 145 surfaceparm sky q3map_sun 1 1 1 32 90 90 skyparms textures/env/matija_sky - - } Remember that you have to place the .shader file in scripts folder. Also you have to edit the shaderlist.txt in script folder and add the line matija_sky ;) Title: Re: Skybox problem? Post by: matija123 on February 21, 2014, 01:50:24 PM ParseShaderFile(): scripts/matija_sky.shader, line 31: { not found!
Found instead: e Last known shader: t Error Title: Re: Skybox problem? Post by: Akom74 on February 21, 2014, 02:07:47 PM Whoops :P
I've forgot to specify something: In textures/ENV folder you have to place the skybox images: matija_sky_dn.jpg matija_sky_rt.jpg matija_sky_ft.jpg matija_sky_rt.jpg matija_sky_dn.jpg matija_sky_bk.jpg P.S.: You don't ask me what type of Radiant you are using. Download the attachment. ;) Title: Re: Skybox problem? Post by: Neon_Knight on February 21, 2014, 02:09:53 PM Can you upload the shader file? That sounds like a syntax problem.
Title: Re: Skybox problem? Post by: matija123 on February 21, 2014, 02:17:44 PM textures/matija_sky
{ qer_editorimage textures/matija_sky.tga surfaceparm noimpact surfaceparm nolightmap q3map_globaltexture q3map_lightsubdivide 256 q3map_surfacelight 145 surfaceparm sky q3map_sun 1 1 1 32 90 90 skyparms textures/env/matija_sky - - Title: Re: Skybox problem? Post by: Akom74 on February 21, 2014, 02:20:19 PM textures/matija_sky { qer_editorimage textures/matija_sky.tga surfaceparm noimpact surfaceparm nolightmap q3map_globaltexture q3map_lightsubdivide 256 q3map_surfacelight 145 surfaceparm sky q3map_sun 1 1 1 32 90 90 skyparms textures/env/matija_sky - - You miss a "}" or it's just a typing error ? ;) Title: Re: Skybox problem? Post by: matija123 on February 21, 2014, 02:23:04 PM Typing error. But } is in shader file but wont work :/
Title: Re: Skybox problem? Post by: Akom74 on February 21, 2014, 02:24:57 PM @Neon_Knight: what do you think ? The shader must be right, because it's the same of oa_suicizer. But i don't know what type of Radiant matija123 is using ???
;) Title: Re: Skybox problem? Post by: matija123 on February 21, 2014, 02:34:07 PM I'm using 1.4.0
Title: Re: Skybox problem? Post by: Akom74 on February 21, 2014, 02:40:04 PM I'm using 1.4.0 Uhm, GTKradiant 1.4.0. In that case i can't help you, i'm using Q3Radiant202 :P I hope Neon_Knight (or another mapper/user) can help you. ;) Title: Re: Skybox problem? Post by: matija123 on February 21, 2014, 02:45:22 PM Hmm, ok then :D
Title: Re: Skybox problem? Post by: Gig on February 22, 2014, 04:10:09 AM Majita, the error message you posted above mentioned "line 31", but the code you showed us is much less than 31 lines. Could you please post/upload the whole .shader file?
Quote When i put skybox on radiant it wont have light (maybe its shaders?) and its like 500 skyboxes in one grid. About the first part, maybe it was a shader file missing from your scripts/shaderlist.txt? (Note: in shaderlist.txt, shader files have to be mentioned without folder and file extension)? About the second part, maybe your sky shader is being used as a "standard" sky instead of as a "skybox"?Our work-in-progess DO NOT LINK[/b]) h t t p s : / / openarena . wikia . com/wiki/Mapping_manual]mapping manual (http://([b) does not yet have infos about that, and I never did a "skybox" before. So, I'm just guessing. (Note: Even the DO NOT LINK[/b]) h t t p s : / / openarena . wikia . com/wiki/Mapping_manual/Appendix_A:_Glossary_of_terms]glossary of terms (http://([b) does not mention what a Skybox is. Neon_Knight, could you plase write a few words about it there?) Look at the first screenshot. I think this is a "standard" sky: with /r_showtris 1, you can see the sky appearing as a "grid" of polygons, and it is possible to guess the shape of the invisible "walls" containing the sky shader. Look at the second screenshot. This map seems adapt to have a "skybox", but with r_showtris, again we see the "grid" of polygons. So, did maybe standard sky have been used, even if the effect resembles a skybox? Does this affect rendering speed? I don't know. Is this considered a "skybox"? I don't know. Look at the third screenshot. This time, looking at the sky, there is no "grid" shown. Even the edges of the brushes which enclose the map for outer void are not shown by r_showtris, this time! I can guess this is a proper "skybox". How does this work exactly? I don't know. I think skybox usage includes creating specific images for each side of the "box", giving them specific suffixes (_up, _dn, etc. such as mysky1_up, mysky1_dn, etc.), but the whole process is still unclear to me. I'd really like to better understand. I'm not even sure there about how many different kinds of "skyboxes" are possible... Searching for some documentation, I found this stuff: http://en.wikibooks.org/wiki/GtkRadiant/Skyportals http://en.wikibooks.org/wiki/Q3Map2#skybox --> http://en.wikibooks.org/wiki/Q3Map2#skybox_tutorial From which seems there are ways to create a sort of "small box" which textures will be "ported" (enlarged) to the real map. But there are things I don't understand... e.g. why do they say to create some more geometry into the box? Some other documentation about sky shaders in general: http://en.wikibooks.org/wiki/GtkRadiant/Creating_sky_shaders http://toolz.nexuizninjaz.com/shader/shader/section3.htm#3.1 PS: GTK Radiant 1.5 can work with OA, too, while for GTK Radiant 1.6 I fear there is no OA pack yet... Title: Re: Skybox problem? Post by: andrewj on February 22, 2014, 05:04:21 AM The shader Akom74 posted is incomplete, it has no stages.
For example, the indented { } block in the example below is a "stage". Stages say what to draw and how to draw it. Every shader needs at least one stage. Code: skyIsland_water Title: Re: Skybox problem? Post by: Akom74 on February 22, 2014, 05:21:41 AM The shader Akom74 posted is incomplete, it has no stages. For example, the indented { } block in the example below is a "stage". Stages say what to draw and how to draw it. Every shader needs at least one stage. Code: skyIsland_water Don't know what to tell you, it's the same shader (simplified) of oa_suicizer: Quote textures/akom_sky3/suicizer { qer_editorimage textures/akom_sky3/suicizer.tga surfaceparm noimpact surfaceparm nolightmap q3map_globaltexture q3map_lightsubdivide 256 q3map_surfacelight 145 surfaceparm sky q3map_sun 1 1 1 32 90 90 skyparms textures/akom_env3/suicizer/suicizer - - { map textures/acc_dm3/portal_fog.jpg blendfunc filter tcmod scale 3 3 tcmod scroll .1 .03 rgbgen identity } { map textures/acc_dm3/portal_fog.jpg blendfunc filter tcmod scale 2 2 tcmod scroll .1 .05 rgbgen identity } { map textures/acc_dm3/portal_fog.jpg blendfunc filter tcmod scale 1 1 tcmod scroll .1 .08 rgbgen identity } } Maybe i've forgot something ? ... ??? :P ;) Title: Re: Skybox problem? Post by: Akom74 on March 10, 2014, 03:35:26 PM I can't modify my previous message, so i insert the correct stuff here:
Quote matija_sky_dn matija_sky_rt matija_sky_ft matija_sky_lf matija_sky_up matija_sky_bk In the previous message i was wrong writing _dn and _rt twice, sorry. ;) Title: Re: Skybox problem? Post by: *Ruthless* on March 11, 2014, 01:40:05 PM matija123, where are your maps located? I love to get familiar with maps from people who take time to make them.
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