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Forum: All Forums : Call of Duty
Category: CoDUO Mapping
CoD United Offensive mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: not another skybox question
GomerPyle
General Member
Since: Oct 1, 2006
Posts: 357
Last: Jul 14, 2011
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Level 5
Im a fan of MODSonair
Category: CoDUO Mapping
Posted: Monday, Jul. 6, 2009 02:30 am
Well that still doesn't help with the skybox for stanjel. I've tried using that texture and another for foreground but in order to get it to look right you end up with a huge skybox like Rhinevalley. Hasn't anyone used the stanjel skybox for their maps?[confused]
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s4ntiago
General Member
Since: Dec 18, 2006
Posts: 151
Last: Feb 10, 2011
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Level 4
Category: CoDUO Mapping
Posted: Monday, Jul. 6, 2009 08:31 pm
Hi Gomer. Sorry I didn't get a reply back to you sooner. WoW has been consuming my life lately. D:

Anyway, here is a mp_uo_stanjel skybox I made.

All you have to do is unzip the files to the following directories. (create the directories if you don't already have them)

\Call of Duty\uo\env\xm_stanjel <--- All the images go here
\Call of Duty\uo\textures\xm_stanjel <-- This is the image you'll see in radiant as the skybox texture
\Call of Duty\uo\scripts <-- xm_stanjel.shader goes here

Once you've reloaded your editor and selected your skybox give it the following texture: xm_stanjel_sky

I'm sure you know how to get it up and working, but maybe someone else will be interested as well. So I hope my instructions were clear.

http://www.infus3.net/cod/xm_stanjel_sky.zip

Any questions just ask![thumbs_up]
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GomerPyle
General Member
Since: Oct 1, 2006
Posts: 357
Last: Jul 14, 2011
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Level 5
Im a fan of MODSonair
Category: CoDUO Mapping
Posted: Monday, Jul. 6, 2009 10:53 pm
Thanks s4ntiago, I'll give that a try.[wave]
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sherlokpwnz
General Member
Since: May 1, 2009
Posts: 95
Last: Jan 13, 2010
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Level 3
Category: CoDUO Mapping
Posted: Tuesday, Jul. 7, 2009 09:49 pm
just a quick question for ya man. Even though it shows up as a blue box in the editor have you tried compiling it anyway and see if it comes up in the game as a normal skybox? My reasoning behind asking is maybe it's just a setting you have for the mapping editor to show as wireframe or something.
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GomerPyle
General Member
Since: Oct 1, 2006
Posts: 357
Last: Jul 14, 2011
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Level 5
Im a fan of MODSonair
Category: CoDUO Mapping
Posted: Tuesday, Jul. 7, 2009 10:06 pm
Yes I did try that and it didn't work. s4ntiago had it right in his earlier post, it's ra_stanjel/sky/mp_stanjel exactly like that. After his last post I tore apart the script in the game and found it there. I don't know why I couldn't get it to work after his original post, maybe I tried sky/ ra_stanjel/sky/mp_stanjel (lol) but it works now. Thanks everyone.[thumbs_up]
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chaotica
General Member
Since: Aug 29, 2005
Posts: 344
Last: Jul 9, 2009
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Level 5
Category: CoDUO Mapping
Posted: Thursday, Jul. 9, 2009 12:04 am
as far as i know and remember, my skyboxes have always been red or blue squares (dunno how to really explain the visuality of it) but ingame it always just packed out as normal. probably a setting.
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s4ntiago
General Member
Since: Dec 18, 2006
Posts: 151
Last: Feb 10, 2011
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Level 4
Category: CoDUO Mapping
Posted: Friday, Jul. 10, 2009 11:50 pm
Black and red squared textures in the radiant mean that the texture is working properly. It will show up in game correct. At least in most cases. The reason that its black and red is because no in-editor texture was assigned to it in the shader file.

Black and blue squared textures mean that there is a problem with the shader file and the texture will not load properly in game.
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