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Forum: All Forums : Star Trek Voyager: Elite Force
Category: Star Trek Voyager: Elite Force MOD Support
Mapping, modeling, scripting, etc. questions, comments and chat.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: Skyboxes
Cyphre~rb
General Member
Since: Dec 23, 2006
Posts: 109
Last: Dec 23, 2006
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Level 4
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Wednesday, Jan. 8, 2003 05:58 pm
I have been looking everywhere and can't find a tutorial that helps me
I need everything from where to put the skybox textures (6 of em right?) to the most basic of shaders for lighting

Any help here would be appreciated. I have opened around ten different pk3's to get an idea but they are all completely different.    :s9:
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MMFSdjw~rb
General Member
Since: Dec 23, 2006
Posts: 3336
Last: Dec 23, 2006
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Level 9
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Wednesday, Jan. 8, 2003 06:56 pm
there is one one texture for applying a sky box
it is a sky shader, it's a small square that say's junk_sky or just sky, something to that effect, just put that texture where ever you want your sky to be seen, it won't look right in the editor but it will in-game.

does that explaine it?
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Galen~rb
General Member
Since: Dec 23, 2006
Posts: 367
Last: Dec 23, 2006
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Level 5
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Wednesday, Jan. 8, 2003 08:47 pm
I guess I've been doing overkill then.  I create the texture, expand it into a cube encompassing the whole map, then CSG > Make Hollow.  Is that acceptable to do or are you laughing "silly newbie" right now :)
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MMFSdjw~rb
General Member
Since: Dec 23, 2006
Posts: 3336
Last: Dec 23, 2006
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Level 9
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Wednesday, Jan. 8, 2003 09:09 pm
I'm not laughing, but that's just me.

you can do it that way if want or need that open sky for anyreason.
but it's not necessary, if you need to see the sky outside a window, just make a brush to cover the outside of the window and put the sky shader on it.

and there's nothing wrong with being a newbie, that's what this place is for.
sometimes peaple don't realize that.
when i was starting in JK2 over in Massassi forums I asked the same question and got resonses like "the word 'SKY BOX' is a hint".

we may laugh but we understand.
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Galen~rb
General Member
Since: Dec 23, 2006
Posts: 367
Last: Dec 23, 2006
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Level 5
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Wednesday, Jan. 8, 2003 10:24 pm
Well, thus far I've needed an open sky for one reason or another and doing it that way is just easier than adding a lot of different brushes.  If I built a base that had no outside but had windows, then sure I'd just put a little brush with the skybox texture covering the outside of the window.

I don't mind asking silly newbie questions and I certainly understand it from the position of experienced people.  On a PC tech board I frequent, my role is reversed.  I'm one of the old pros on that board and when newbies come in asking basic questions I don't hold it against them.  So, I don't mind any laughter I might get at this board.  I'm a good sport. :)
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WWAZman2001~rb
General Member
Since: Dec 23, 2006
Posts: 645
Last: Dec 23, 2006
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Level 6
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Thursday, Jan. 9, 2003 12:45 am
the one thing you want to be aware of CSG Make Hollow (if you don't already know) is that it leaves the brushes meshing (intersecting) with each other. Too much of this and it not only looks bad, but it will slow down performance on your map.

What I do is I select two sides (using a square for example) at a time and hit csg subtract until everything is kosher
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MMFSdjw~rb
General Member
Since: Dec 23, 2006
Posts: 3336
Last: Dec 23, 2006
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Level 9
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Thursday, Jan. 9, 2003 12:54 am
I find the easiest and quickest way to do that is to not use any of the csg things, just the clipper.
first clipp the top and bottom with the shift enter then deselect those and clip the sides and then switch views for the last two sides and and for the last one just use enter to delete the middle.
that's what I do, you have alittle more control that way.
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Cyphre~rb
General Member
Since: Dec 23, 2006
Posts: 109
Last: Dec 23, 2006
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Level 4
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Thursday, Jan. 9, 2003 01:36 am
Okay I think you have totally misunderstood me I want to MAKE one

Make the shader
make the pictures for the skybox

I have the jpg's already up,dn,lf.rt,ft.bk
but i need  to know where to put them and how to get the shader to work properly.
Everytime I get everything where the tutorial says to put it all I get in the Radiant texture window is the no text picture.

Also When I look at any shader in that window I see both the shader and the other peices that go with it like the   .blend.tga's.
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Galen~rb
General Member
Since: Dec 23, 2006
Posts: 367
Last: Dec 23, 2006
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Level 5
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Thursday, Jan. 9, 2003 03:25 am
You have to put them in a folder named "env" in your pk3.  I'm not sure if there's a specific way you have to name them to get them to work right though.  As an example, here's the way it's done in the Dangercity map:

dangercity.pk3 >
env >
berg2_up.jpg
berg2_dn.jpg
berg2_ft.jpg
berg2_lf.jpg
berg2_rk.jpg
berg2_bk.jpg

I don't know if you HAVE to include the position (up, dn, lf, etc.) in the names or if he just did that for his own benefit.  Try it and see.
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MMFSdjw~rb
General Member
Since: Dec 23, 2006
Posts: 3336
Last: Dec 23, 2006
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Level 9
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Thursday, Jan. 9, 2003 03:27 am
{nevermind}
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