Skybox, having problems. Also: PNG transparency?

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Skybox, having problems. Also: PNG transparency?

Postby being » Thu Nov 09, 2006 12:58 pm

How do I do a skybox?
I chose the skybox textures but they come out as regular textures rather then a sky, is there some flag I have to set?.

Also, how is that new _skybox entity used... /me thinks of unreal's old skybox tech... :D :D?

Also I have some textures with PNG transparancy... which show up as black in the transparancy rather then using PNG's features... what do I do? (Do I make a shader for each texture and put it in bla.pk3/textures/shaders ?... what do I put in the shader?)
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Postby C.Brutail » Thu Nov 09, 2006 1:25 pm

For the png textures, yes, you have to write a shader. An eg. for a transparent shader:

Code: Select all
textures/noobplants/noob_aspidi
{
   qer_editorimage textures/noobplants/noob_aspidi.tga
   surfaceparm nonsolid
   surfaceparm nolightmap
   surfaceparm nomarks
   surfaceparm trans
   surfaceparm nosteps
   qer_trans 0.5
   {
      map textures/noobplants/noob_aspidi.tga
      rgbGen Vertex
      alphaFunc GE128
   }
}



The thing in that shader that acctualy makes the transparency happen is this line:
alphaFunc GE128

Don't forget to put the shader in shaderlist.txt too ;)

For the skybox, it's a bit tricky.

You need 6 images for your skybox in /data/env/myskybox/
those build up the skybox, but the ENGINE DOES IT, NOT YOU!
The correct names:
myskytexture_up for ceiling
myskytexture_rt for right
myskytexture_lf for left
myskytexture_ft for front
myskytexture_dn for down
myskytexture_bk for back

Now, make a dir in /data/textures/myskybox

and place a jpg there, eg. the ceiling, or anything, this will be used by the editor.

Now, make a shader, like this:

Code: Select all
textures/myskybox/myskybox
{
   qer_editorimage textures/myskybox/myskybox_exaple_picture
   surfaceparm noimpact
   surfaceparm nolightmap
   q3map_globaltexture
   q3map_lightsubdivide 256
   q3map_surfacelight 220
   surfaceparm sky
   q3map_sun 0.45 0.45 0.55 10 0 90
   skyparms env/myskybox/myskybox - -
}


Add the shader to shadelist.txt, and load up your fresh new skybox. That is all.
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Postby being » Thu Nov 09, 2006 4:18 pm

Can I put the shaders.txt in my new texture pack (fully gpld) PK3? (where in the pk3)?
I'm redoing my Caethaver2 texture pack for nexuiz, now using my source pngs for it since nex can support png now :D. (over 100 textures, I don't remember how many... I was on vacation one week...).

the shaderfile I put in say /textures/liquids along with the regular textures? Or should it more logically go in /textures/liquidsshaders.

Also... once I finally finish making and testing the shaders could the pack be mirrored on the sourceforge nexuiz-extra project (which would be a good place to link all the extra nexuiz stuff from the nexuiz DL page as they have fast mirrors).

PS: I'm using debian's gtk-radiant pack is there any tweaks I need to do.

Also what does the _skybox entity do. Is it like the unreal skyboxes, how do I use that?
(Also I tried using other maps skyboxes... like in one map I want to use the space skybox... how do I do that?).

Thanks :).
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Postby tZork » Thu Nov 09, 2006 4:49 pm

being wrote:Can I put the shaders.txt in my new texture pack (fully gpld) PK3? (where in the pk3)?
I'm redoing my Caethaver2 texture pack for nexuiz, now using my source pngs for it

No, dont. ever. Its used a compile time only, if you ship it with your pk3 you can frak things up for other mappers.

being wrote:the shaderfile I put in say /textures/liquids along with the regular textures? Or should it more logically go in /textures/liquidsshaders.

Its good form to put textures (and shaders) for extra maps in textures/youmapname/* adding them to the exsisting texturesets is a sure way to mess up things and create dependency hell.

being wrote:Also... once I finally finish making and testing the shaders could the pack be mirrored on the sourceforge nexuiz-extra project (which would be a good place to link all the extra nexuiz stuff from the nexuiz DL page as they have fast mirrors).

PS: I'm using debian's gtk-radiant pack is there any tweaks I need to do.

Also what does the _skybox entity do. Is it like the unreal skyboxes, how do I use that?
(Also I tried using other maps skyboxes... like in one map I want to use the space skybox... how do I do that?).

Thanks :).

http://en.wikibooks.org/wiki/Q3Map2#_skybox_tutorial
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