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Zeth
The Admin
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Thursday, November 26, 2009
Couple things. You're going to need to assign the correct skybox shader keywords to get it display at the proper distance from the camera (just check the ZEQ2-lite ones for keyword reference)
Secondly, your skybox texture needs to be able to wrap at least horizontally so you don't notice the seams at one point.
I would also recommend making your rock texture have a much higher tiling value so it doesn't look quite so distorted up close. You can additionally use a blended layer approach for adding surface details when even closer (check out the Raditz Landing grass shader)
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TRL
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Thursday, November 26, 2009
Zeth wrote : Secondly, your skybox texture needs to be able to wrap at least horizontally so you don't notice the seams at one point.
That one I can answer. I was going to make different textures for each side that connect smoothly to eachother.
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nielsmillikan
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Friday, November 27, 2009
That bounced right over my head. I still have a lot to learn regarding mapping and texturing. If any one of you can find a tutorial that can teach me that stuff, I'll be really grateful.
This update is particularly a tribute to TRL for helping me in my map. Thanks a lot man. Hope you like it.
We will discuss about the changes needed on msn.
http://www.youtube.com/watch?v=6WbMcDkU7PQ
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ROB ZOMBIE
Yeah, I am the brains.
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Friday, November 27, 2009
beautiful release it a demo?
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nielsmillikan
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Friday, November 27, 2009
I'm not sure what you mean. But if you are asking me to release the map as a demo I can but it won't be good. First its way too small right now. Also the textures are totally out of place. Don't worry I plan to release this map soon.
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ROB ZOMBIE
Yeah, I am the brains.
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Friday, November 27, 2009
ah well then wait
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TRL
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Friday, November 27, 2009
Looks better, but man that bush, I spotted, looks huge. Zeth could you elaborate on what you said about the skybox camera or something?
I'll be on msn later this evening, niels.
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Zeth
The Admin
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Friday, November 27, 2009
In whatever shader you have assigned to your sky, you should use at least something similar to what's below.
mySkybox
{
skyParms maps/mymap/mySky 128 -
q3map_sun 255 255 255 255 90 45
q3map_skylight 255 3
surfaceparm sky
surfaceparm noimpact
surfaceparm nolightmap
surfaceparm nodlight
nopicmip
}
You need the VERY important skyParms keyword for your skybox to appear at a proper distance.
The above path I gave, "maps/mymap/mySky", would look for 6 texture files each representing a different side of the skybox.
maps/mymap/mySky_rt.jpg - Right Side
maps/mymap/mySky_bk.jpg - Back Side
maps/mymap/mySky_ft.jpg - Front Side
maps/mymap/mySky_lf.jpg - Right Side
maps/mymap/mySky_dn.jpg - Bottom Side
maps/mymap/mySky_up.jpg - Top Side
You can find a lot more information in the shader manual for Quake 3 that I linked above.
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nielsmillikan
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Friday, November 27, 2009
Thanks Zeth.
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TRL
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Sunday, November 29, 2009
Have you tried those skyParms yet?
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The-Kakarotto
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Monday, December 28, 2009
Hey Niels, is that Room of Spirit and Time done yet or are you hiding it from us?
This map is pretty cool, hopefully finished soon.
Oh and what's your website again?
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nielsmillikan
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Monday, December 28, 2009
hmm I have to retexture the Room of Spirit and Time map and then I'll release it. I promise to do so before new year
about my website.. no need to join. We are going to have a website regarding pokemon lite blue where I'll post these updates too.. so just wait for the time being.
Thanks for your concern
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The-Kakarotto
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Monday, December 28, 2009
No worries. I support everything you do because you're skilled
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NabaKonvecit
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Monday, December 28, 2009
guys I have a surprise and its teen Gohan Super Saiyan 2 form I'm working on it so ill release it later and cool map niel
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The-Kakarotto
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Monday, December 28, 2009
Make your own thread to show that okay dude?
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Malek
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Monday, December 28, 2009
yeah someones thinks that hijacking threads is intellectually lacking (like me ) Good luck niels
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