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Skybox, y u no work!?

Posted: Fri Feb 03, 2012 7:45 pm
by cityy
So I've been trying to set up a very simple single colored skybox for the defrag map I'm retexturing for Bliccer; though all I get is a hall of mirrors and I really don't know why.
The image file is a 32px*32px plain white jpg file.

Code: Select all

textures/ct_RunZlaugH2err5/sky_white
{
	qer_editorimage textures/ct_RunZlaugH2err5/sky/white.tga
	surfaceparm noimpact
	surfaceparm nolightmap
	q3map_globaltexture
	q3map_lightsubdivide 256
	q3map_surfacelight 600
	surfaceparm sky
	q3map_sun 1 1 1 70 320 70
	skyparms textures/ct_RunZlaugH2err5/sky/white - -
} 
[lvlshot]http://i.imgur.com/yP7Hw.jpg[/lvlshot]

I'd be glad about any help.

Re: Skybox, y u no work!?

Posted: Fri Feb 03, 2012 8:19 pm
by obsidian
I believe you must have a cloudheight value and the farbox is usually a set of 6 textures.
skyParms farbox cloudheight nearbox.

That said, why do you even need a skyParm when you have just a plain white texture for sky?

Code: Select all

textures/ct_RunZlaugH2err5/sky_white
{
    q3map_sunExt 1 1 1 150 320 70 3 16    //primary lightsource
    q3map_skylight 100 2    //radiosity lightsource, better than surfacelight+subdivide. 
    surfaceparm sky    //kinda required, eh?
    surfaceparm noimpact
    surfaceparm nolightmap
    surfaceparm nodlight
    qer_editorimage textures/ct_RunZlaugH2err5/sky/white.tga
    {
        map $whiteImage    //Q3 has a built in white image, just use this or set your own.
    }
}
See Q3Map2 shader manual for details

Re: Skybox, y u no work!?

Posted: Fri Feb 03, 2012 8:22 pm
by cityy
Aye, thanks for making that clear. I guess I should have figured it out myself.