RE: rgoer's spherical skybox fix

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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Myth
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RE: rgoer's spherical skybox fix

Post by Myth »

RE: this archived therad

I've read from the point where rgoer has made the hex sphere model, but it's a bit harder to understand without the images there.

I've downloaded the pk3 and had a look at the contents, but I haven't got the foggiest what I would need to do to get this working.

Firstly... is this the only way a skybox will work seemlesly with ATI and nVidia cards?

Secondly... is it possible to use his model/scripts and get any custom skybox working, and if so how?!
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Survivor
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Post by Survivor »

I knowing of that but there is this in programming http://quake3world.com/forum/viewtopic.php?t=10535
Myth
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Post by Myth »

right.. but can I release that with a single map pk3? I don't really want to have players loading a mod just to fix some stupid bug.
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seremtan
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Post by seremtan »

angular mapped skies don't just sidestep the ATI bug (actually q3map2 has a -skyfix parameter to deal with this too), they also allow you to add extra stages to the sky shader, such as scrolling clouds etc
Hr.O
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Re: RE: rgoer's spherical skybox fix

Post by Hr.O »

Myth wrote: Firstly... is this the only way a skybox will work seemlesly with ATI and nVidia cards?
there are shaderlab_1337 and shaderlab_skybox maps that look pretty much the same, and they both don't have the seams problems. My guess is that they're evolutions of rgoers idea.

Alas I tried to google for them but I only got dead links. I still have the maps, but not in pk3 style, so if anyone else can lend me a hand in this....

Hr.O
obsidian
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Post by obsidian »

Uh-oh! Is it just me or does shaderlab no longer work? I get directed to some LinuxGames website.

http://www.shaderlab.com/
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
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Scourge
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Post by Scourge »

I can't seem to locate shaderlab either.
bork[e]
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Post by bork[e] »

heh, that sucks
Plan B
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Post by Plan B »

Still have the zipped pk3, so I uploaded it.

Get it here.
Hr.O
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Post by Hr.O »

Plan B wrote:Still have the zipped pk3, so I uploaded it.

Get it here.
Damn beat me to it :icon32:

Anyways HReaper also has it: http://trthome.dyndns.org:8000/Reaper/s ... b_1337.zip
obsidian
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Post by obsidian »

Anyone have ydnar's email, btw? Not his shaderlab one, obviously. PM me please.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
rgoer
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Post by rgoer »

angular map skies (shaderlab_1337, et al) are not the same thing as the hex-sphere model method

I got some good results from the angular mapping thing, as did a lot of other people, but your skies start to break down at the horizon

the hex sphere will be perfect, no matter what
rgoer
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Post by rgoer »

the only caviat is that you have to use a Q3Map2 portal sky (it's been so long... is it a "_skybox" entity? I can't remember) in order for the hex-sphere to work properly, whereas angular mapped sky shaders just "work" on normal sky brushes
Myth
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Post by Myth »

Is there a tutorial or instructions anywhere how I can use the hex-sphere model with my sky. Is it just a case of altering the shader?
Hr.O
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Post by Hr.O »

@rgoer: _skybox and _1337 are both portal skies. The difference between them is that 1337 has a foggy alphamap solution for the bottom.
btb, nice work on that sky. pitty that the terrain hides the bottom of the map (gawd.. It looks good w/o terrain)

Myth: you have the sample map(s), It's pretty easy to find out how stuff works.
Infernis
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Post by Infernis »

Myth hit me back on MSN.

I know exactly what you mean, I know exactly how it works and I got all the neccessary files including my own skyboxes I made using the same method.

It's a bit much to type it all out here and my English isn't that user friendly for those that also want to understand :icon25:
Inf - Leaving in it's torturous wake nothing but vicious, cannabalistic, mutated, radiated and horribly disfigured hordes of satanic killers!
Shallow
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Post by Shallow »

I started writing a lengthy tutorial about using this sort of sky ages ago, maybe it's time I dug out out and finished it.

Being as it was actually me that said "hay guyz did ne1 try an ASE model w/ sky texes on", and all :P
Infernis
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Post by Infernis »

Shallow man, I mailed you some time ago. Had some stuff to discuss, including this. I sent it to the account listed on your website. Did you get it?
Inf - Leaving in it's torturous wake nothing but vicious, cannabalistic, mutated, radiated and horribly disfigured hordes of satanic killers!
Shallow
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Post by Shallow »

Actually I just got and replied to the mail you sent yesterday. If you mean you had sent one before that, no I didn't get it, probably due to the randomness of Hotmail's spam filter.
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