Skybox

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Skybox

Postby Ben878 » Sat May 23, 2009 4:13 pm

I've recently moved from Alien Arena mapping and Quake mapping to Nexuiz mapping. However I just can't seem to figure out skyboxes. First I tried making a brush like a "ceiling" and applying a sky texture to it. No avail. Next I tried putting in an _skybox entity. That gave a very very stange effect. Is there anyone who could tell me how to easily add a skybox? I looked in tutorials but the site that provided one seemed to be dead.

Edit:
I also can't seem to figure water out. Both were easy to accomplish in Alien arena mapping and Quake mapping. I just can't figure either out for Nexuiz. In alien arena you could apply effects such as water, lava, sky using the surface inspector.

Thanks.
Last edited by Ben878 on Sat May 23, 2009 4:49 pm, edited 1 time in total.
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Postby C.Brutail » Sat May 23, 2009 4:48 pm

It should be that way as you've described in the first post, realy.
Make sure, you texture with the correct sky shader (shaders are outlined with white in the texture browser).
Also, make sure to have your shader file listed in shaderlist.txt in Nexuiz/data/scripts, else it won't work!
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Postby Ben878 » Sat May 23, 2009 4:55 pm

C.Brutail wrote:It should be that way as you've described in the first post, realy.
Make sure, you texture with the correct sky shader (shaders are outlined with white in the texture browser).
Also, make sure to have your shader file listed in shaderlist.txt in Nexuiz/data/scripts, else it won't work!


Ah, so it has to be a shader. I managed to get a working sky in the end by selecting one with a white outline. I have one problem with my water though. My whater is made up of multiple brushes that connect to each other. This produces a very strange look ingame where edges of water brushes meet. Is there anything I can do about that?
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Postby C.Brutail » Sat May 23, 2009 4:58 pm

Yes, by using a water shader that has a "nodraw" key:

Code: Select all
//This is the shader for the sides of water brushes, editor only, invisible ingame

textures/cbctf5/cbctf5_editwater
   
{
   qer_editorimage textures/cbctf5/cbctf5water_qer.jpg
   surfaceparm nodraw
   surfaceparm nonsolid
   surfaceparm nosteps
   surfaceparm trans
   surfaceparm water
   qer_trans 0.5
}
"One should strive to achieve; not sit in bitter regret."
WE ARE NEXUIZ.
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Postby Ben878 » Sat May 23, 2009 5:42 pm

C.Brutail wrote:Yes, by using a water shader that has a "nodraw" key:

Code: Select all
//This is the shader for the sides of water brushes, editor only, invisible ingame

textures/cbctf5/cbctf5_editwater
   
{
   qer_editorimage textures/cbctf5/cbctf5water_qer.jpg
   surfaceparm nodraw
   surfaceparm nonsolid
   surfaceparm nosteps
   surfaceparm trans
   surfaceparm water
   qer_trans 0.5
}


Okay I have it working in the editor but ingame the water is completely invisible.
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Postby C.Brutail » Sat May 23, 2009 6:12 pm

Texture only THOSE faces you want to have invisible :)

To select only one face, CTRL+SHIFT+LMB on the face in 3D window.
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Postby Ben878 » Sat May 23, 2009 6:29 pm

C.Brutail wrote:Texture only THOSE faces you want to have invisible :)

To select only one face, CTRL+SHIFT+LMB on the face in 3D window.

ah. That sorta worked. :S But what is the normal shader for water? Because I want to use a custom texture for my water?

Finally another question, what do I do to make textures seamlessly transition from one to another? Eg I want to sort of blend the texture over on my terrain so there is a soft transition between textures.
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Postby C.Brutail » Sat May 23, 2009 11:01 pm

1: Write your own shader file for your water. Look at existing shader files in Nexuiz data pk3 (pk3 is a renamed zip file, you shouldn't have a hard time opening it. Shaders are in scripts folder).

2: http://www.simonoc.com/pages/articles/terrain1_1.htm
"One should strive to achieve; not sit in bitter regret."
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