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RE: rgoer's spherical skybox fix
Posted: Tue Sep 27, 2005 6:15 pm
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?!
Posted: Tue Sep 27, 2005 6:41 pm
by Survivor
I knowing of that but there is this in programming
http://quake3world.com/forum/viewtopic.php?t=10535
Posted: Tue Sep 27, 2005 11:59 pm
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.
Posted: Wed Sep 28, 2005 1:37 am
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
Re: RE: rgoer's spherical skybox fix
Posted: Wed Sep 28, 2005 1:45 am
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
Posted: Wed Sep 28, 2005 3:42 am
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/
Posted: Wed Sep 28, 2005 3:55 am
by Scourge
I can't seem to locate shaderlab either.
Posted: Wed Sep 28, 2005 4:12 am
by bork[e]
heh, that sucks
Posted: Wed Sep 28, 2005 4:58 pm
by Plan B
Still have the zipped pk3, so I uploaded it.
Get it
here.
Posted: Wed Sep 28, 2005 6:11 pm
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
Posted: Wed Sep 28, 2005 7:18 pm
by obsidian
Anyone have ydnar's email, btw? Not his shaderlab one, obviously. PM me please.
Posted: Wed Sep 28, 2005 11:22 pm
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
Posted: Wed Sep 28, 2005 11:23 pm
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
Posted: Thu Sep 29, 2005 3:36 pm
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?
Posted: Fri Sep 30, 2005 3:11 am
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.
Posted: Fri Sep 30, 2005 11:17 am
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:
Posted: Sat Oct 01, 2005 12:01 pm
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
Posted: Sat Oct 01, 2005 12:22 pm
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?
Posted: Sat Oct 01, 2005 12:42 pm
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.