Issue with a skybox in Q3A

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
Post Reply
Kammesennin
Posts: 277
Joined: Sun Jun 19, 2005 4:22 am

Issue with a skybox in Q3A

Post by Kammesennin »

I got this error in the console after applying a skybox to a map of mine, I wouldn'tve cut the screenshot down like this, but I figured with a completely black map this would be pointless.

Image

Any suggestions?
[url=http://profile.mygamercard.net/Kammesennin][img]http://card.mygamercard.net/Kammesennin.png[/img][/url]
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Post by obsidian »

I'm guessing there is something wrong with the way you saved your TGA files.

IIRC, TGA files can store all sorts of extra information, including how it is loaded, reading from the top of the image down or the other way around. Looks like Q3 doesn't like the way you saved it.

What program did you use to create the skybox images?
[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]
Kammesennin
Posts: 277
Joined: Sun Jun 19, 2005 4:22 am

Post by Kammesennin »

I downloaded it, it was created by some guy named null. So no way to tell really, I guess I'll have to use Terragen or something. I've found many links to tutorials but no links seem to work :( anybody have a working link to a tutorial? I just need a sky with clouds that move, nothing difficult.
[url=http://profile.mygamercard.net/Kammesennin][img]http://card.mygamercard.net/Kammesennin.png[/img][/url]
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Post by obsidian »

Kammesennin wrote:I just need a sky with clouds that move, nothing difficult.
Terragen actually doesn't do that. It renders static clouds and terrain to a skybox image.

What you need are just a couple of textures (sky and a cloud layer) and a shader. Find examples in Q3 and read the shader manual to get yourself started.


Oh, and read this handy thread by your's truly if you want Q3Map2 goodness!
http://www.quake3world.com/ubb/Archives ... 27331.html?
[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]
Kammesennin
Posts: 277
Joined: Sun Jun 19, 2005 4:22 am

Post by Kammesennin »

Thank you I understand a bit better now. I need to write a shader for the skybox and all should work well.

EDIT: I appreciate the link there, but I don't quite understand it at this point. I'll keep it in mind for future reference though.
[url=http://profile.mygamercard.net/Kammesennin][img]http://card.mygamercard.net/Kammesennin.png[/img][/url]
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Post by obsidian »

It's basically a series of improvements illustrating how certain Q3Map2 shader directive can change significantly improve the quality of lightmaps. Not required, but it can be useful if you are looking to tweak your shader.

Better write up here:
http://members.lycos.co.uk/quakeroats/q ... l/apI.html
[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]
Kammesennin
Posts: 277
Joined: Sun Jun 19, 2005 4:22 am

Post by Kammesennin »

Awesome, I really appreciate it. This oughtta help me get some serious work done on my project :) thanks a bunch!
[url=http://profile.mygamercard.net/Kammesennin][img]http://card.mygamercard.net/Kammesennin.png[/img][/url]
Post Reply