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?
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 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 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/Skyportalshttp://en.wikibooks.org/wiki/Q3Map2#skybox -->
http://en.wikibooks.org/wiki/Q3Map2#skybox_tutorialFrom 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_shadershttp://toolz.nexuizninjaz.com/shader/shader/section3.htm#3.1PS: GTK Radiant 1.5 can work with OA, too, while for GTK Radiant 1.6 I fear there is no OA pack yet...