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Quake Teleporter texture and Quake sky
Posted: Sun Apr 15, 2012 12:32 pm
by Infernis
Hello,
I'm looking for this Quake teleporter texture to be used in Quake 3. Does anybody know if someone has remade this for Quake 3? The closest I came to find it were the teleporter textures used in Areowalk by Hubster.
Next, I'm looking for this sky, preferably moving. The only one I found was in Fjoggs his EPC map. Except I want higher resolution and no clouds. Moving like the one in Quake is a plus.
Any help would be appreciated, thanks!
Re: Quake Teleporter texture and Quake sky
Posted: Sun Apr 15, 2012 1:10 pm
by CZghost
For the teleporter texture - maybe make your own? It's easy to do...
For the sky, I didn't understand what you mean?
Re: Quake Teleporter texture and Quake sky
Posted: Sun Apr 15, 2012 1:19 pm
by Infernis
I want to have it as an sky in Quake 3. So it has to be a completely working skybox.
If I would know how to make textures and write shaders for them, I wouldn't have opened this thread :P
But thanks for suggesting.
Re: Quake Teleporter texture and Quake sky
Posted: Sun Apr 15, 2012 1:32 pm
by fKd
Check out tuban's work at lvl, he did some mean q1 maps.
Re: Quake Teleporter texture and Quake sky
Posted: Sun Apr 15, 2012 2:43 pm
by dONKEY
Hey J, u actually mapping again? Cool.
I believe Hubster's Aerowalk used a q3 version of that teleporter shader, u might wanna take a look

)
Re: Quake Teleporter texture and Quake sky
Posted: Sun Apr 15, 2012 4:34 pm
by cityy
fKd wrote:Check out tuban's work at lvl, he did some mean q1 maps.
Yo dawg, his name is
tabun.
@Infernis:
You can get very simular results with a simple noise filter and a bit of painting.
Re: Quake Teleporter texture and Quake sky
Posted: Sun Apr 15, 2012 6:54 pm
by obsidian
Re: Quake Teleporter texture and Quake sky
Posted: Sun Apr 15, 2012 7:33 pm
by Infernis
Really Obsidian? I didn't know Google let you look for images
I guess I'll have to make my own skybox then. Thanks for the tip about Tabun, it got me an awesome teleporter

Re: Quake Teleporter texture and Quake sky
Posted: Mon Apr 16, 2012 3:20 am
by dervish
Re: Quake Teleporter texture and Quake sky
Posted: Mon Apr 16, 2012 9:27 am
by Infernis
Seriously? Am I missing something here?
I thought I asked an legitimate question on a forum that's always been helpfull through the years. Why the noob treatment all of a sudden?
Re: Quake Teleporter texture and Quake sky
Posted: Mon Apr 16, 2012 11:05 am
by fKd
yeah its been a bit balls around here as of late... lookin forward to seeing ya q1 inspired work. hang in there bud
Re: Quake Teleporter texture and Quake sky
Posted: Mon Apr 16, 2012 2:52 pm
by obsidian
My point was that you can roll your own (and probably a better looking one) in about 5 mins using some modified stock images. It was a legitimate suggestion. The quote is from 2001: A Space Odyssey.
None of it was meant to be offensive or condescending. I think you're being overly sensitive over nothing.
Re: Quake Teleporter texture and Quake sky
Posted: Mon Apr 16, 2012 3:21 pm
by Plan B
The general vibe on these boards has become a bit sarcastic, though.
Probably inevitable, after dealing with the same shit for 13 years.
Re: Quake Teleporter texture and Quake sky
Posted: Mon Apr 16, 2012 4:07 pm
by Infernis
Thanks fKd!
obsidian wrote:My point was that you can roll your own (and probably a better looking one) in about 5 mins using some modified stock images. It was a legitimate suggestion. The quote is from 2001: A Space Odyssey.
None of it was meant to be offensive or condescending. I think you're being overly sensitive over nothing.
I didn't know the reference to Kubrick's movie. Therefore I thought you were saying something like use Google you dumb.....
Now that you have explained, I understand and in that case, I appreciate the suggestion. I knew I could render it, but having the stars slowly move around and stuff, that seems tricky. I'll guess I'll settle for a static skybox for now.
Thanks
Re: Quake Teleporter texture and Quake sky
Posted: Wed Sep 05, 2012 8:17 am
by Infernis
I followed Obsidian's suggestion and I'm currently trying to make my own skybox.
I've made the necessary images and saved them like this:
starfield_ft.tga
starfield_lf.tga
starfield_up.tga
starfield_bk.tga
starfield_rt.tga
starfield_dn.tga
The size of each image is 1024*1024 and it's saved with 32bits/pixel resolution.
I created a map called spronyq3dm2 in the env folder and made a new folder called starfield. I placed all 6 images in the starfield folder. I added spronyq3dm2.shader to my shader list and I used this shader:
textures/spronyq3dm2/starfield
{
qer_editorimage env/spronyq3dm2/starfield/starfield_lf.tga
surfaceparm noimpact
surfaceparm nolightmap
//red green blue intensity degrees elevation deviance samples
q3map_sunExt .78 .86 .94 200 290 75 2 32
q3map_skyLight 150 6
}
When I open GtkRadiant I can select the spronyq3dm2 folder, I see the starfield shader. I apply it in a test map, compile it and the skybox doesn't show. I get the famous black and white texture. I checked all the paths. What am I missing here? Even though the texture doesn't show, the room is still illuminated by the sky.
Thanks in advance.
Re: Quake Teleporter texture and Quake sky
Posted: Wed Sep 05, 2012 8:26 am
by Eraser
You're missing the reference to the actual images in your shader. Add this to the shader:
skyparms env/spronyq3dm2/starfield/starfield - -
including those last two dashes
Re: Quake Teleporter texture and Quake sky
Posted: Wed Sep 05, 2012 1:51 pm
by Infernis
You sir, are awesome! I got myself a working skybox!