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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: Creating a custom skybox ? How To?!!
Aloucard
General Member
Since: Jan 31, 2007
Posts: 110
Last: Jun 19, 2013
[view latest posts]
Level 4
Category: CoDUO Mapping
Posted: Thursday, Aug. 30, 2007 02:31 pm
Hey thank you both, ill d/l the progs and test them. Thanks once more lads. [thumbs_up][wave]
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Raaaaa
General Member
Since: Aug 8, 2006
Posts: 178
Last: Nov 21, 2008
[view latest posts]
Level 4
Category: CoDUO Mapping
Posted: Thursday, Aug. 30, 2007 09:22 pm
Its a bit fiddly but if you already have textures all you really need to do is write the shader for it. I might try knocking together a quick tutorial if you're still struggling
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Aloucard
General Member
Since: Jan 31, 2007
Posts: 110
Last: Jun 19, 2013
[view latest posts]
Level 4
Category: CoDUO Mapping
Posted: Friday, Aug. 31, 2007 07:28 am
I left them in the side, i used a stock skybox and warldspawn settings. But your idea is welcome and im interesting about that.
Thanks for your time Raaaa [cool]
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Raaaaa
General Member
Since: Aug 8, 2006
Posts: 178
Last: Nov 21, 2008
[view latest posts]
Level 4
Category: CoDUO Mapping
Posted: Friday, Aug. 31, 2007 12:46 pm
okay a quick guide for a skybox

first make sure you have your six images, either 512x512 or 1024x1024 and that they're labeled as name_ft name_bk name_rt name_lf name_up name_dn and they're all placed in the env folder of your pk3

secondly in the scripts folder of your pk3 you'll need to create a shader for the skybox. Call it mapname.shader and use something like this
Code:

textures/raaaaa/sky/ocean
{
	qer_editorimage textures/raaaaa/sky/ocean.tga
	surfaceparm sky
	surfaceparm nolightmap
	surfaceparm noimpact
	surfaceparm nomarks
	skyParms env/ocean 512 -
	sunfile mp_dawnville
	nofog
		
}


This is the one i've been using for my modscon entry, the key things here are the textures/raaaaa/sky/ocean, i'm not sure why but you need to add this extra part for it to work, you of course can use your own name heh and make sure you have name.tga for whatever you called your images.
The next important thing is the: skyParms env/ocean 512 -
agaim make sure its named after whatever you called your image files and that the number next to it is the resolution you used.
as for the sunfile you can either use a stock one or make your own, I don't find this as important but say you're doing a nightime skybox use one of the night sun files, that way you get a moon in your sky heh.

When it comes to putting the skybox in radient, just select your skybox as normally and type in "textures/raaaaa/sky/ocean" or whatever you named it and hopefully with all that done right it'll show up
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Aloucard
General Member
Since: Jan 31, 2007
Posts: 110
Last: Jun 19, 2013
[view latest posts]
Level 4
Category: CoDUO Mapping
Posted: Friday, Aug. 31, 2007 02:00 pm
Well Raaaa thank you man, ill make a demo skybox and try it out
until full succeed. Again thank you dude. [thumbs_up] [rocking]
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eggbeast
General Member
Since: Jan 5, 2007
Posts: 345
Last: Sep 7, 2009
[view latest posts]
Level 5
Category: CoDUO Mapping
Posted: Tuesday, Sep. 4, 2007 04:35 pm
Hi guys

MAKING A NIGHT SKY

I'm sure Aloucard won't mind me posting an additional question in here, as it's directly relevant.

I have 2 maps: z_nuenen.pk3 and ctf_nuenen.pk3

the latter is a modded version of the original, produced by TWZ's the.Dr. He has edited out the SD/HQ game functionality and replaced it with CTF. I know you can do this with bsp editor, and have tried it myself before, with some success to repair broken maps or reduce gamestate in overly complex maps and so on. The interesting thing is, Dr has managed to change the sky to a nighttime sky with moon etc.

I recently edited mp_rhinevalley to make the allies British and changed the tanks to halftracks. This file is available here:
http://www.gitsclan.co.uk/uo/rhine_attack.pk3

Now, what I really want to do is change the sky to night-time as well.

the ctf nuenen pk3 has a sky shader in it with the following code:
Code:
//|OCG|=gLiTcH=

textures/sky/dv_sky
{
	qer_editorimage textures/sky/hedgerow.tga
	surfaceparm sky
	surfaceparm nolightmap
	surfaceparm noimpact
	surfaceparm nomarks
	skyParms env/bocage 512 -
	sunfile mp_brecourt
	nofog

	{	
	
		map textures/skies/Kharkov_clouds.tga
		blendfunc gl_src_alpha gl_one_minus_src_alpha
		tcMod scroll 0.004 0.004
		tcmod scale 3 3
	}
}


but surely this is not a night sky anyway?

Dr writes this in his readme/ credits:
Code:
Map: ctf_nuenen(capture the flag only) Note!!![SkyBox Is Fixed For Arty :)
CoDUO 1.51

---------------------------------------------------------------------
Ctf Modifications By:
~TWZ~The[)r*
http://www.tomorrowzweaponz.com
---------------------------------------------------------------------
What's this?

This project was not a bsp to map and back. This was a straight
edit of the bsp file, just for clarification. I take not one piece
of credit for this map, though I will take some for the modding work 
that I put into it.;) Hope you all enjoy! Look for maps
to go CTF.

Usage?

Place the ctf_nuenen.pk3 in your CoD/UO folder. Map name is
ctf_nuenen


Mod Support? Yes
New Sounds? Yes
-----------------------------------

Many thanks to |OCG|=gLiTcH= For making it possible

Greets to all you hard working mappers/modders.

Submitter: crip102468 
Project Type: Multiplayer Map 
Est. Completion: Sat. 5. 30, 2007 
Website: tomorrowzweaponz 


He has some other files which create fireflies and thunder and lightning which are all nice and I can get these to work in rhine, but the night sky surely requires making a new skybox in the .map and recompiling?

I'm hoping the Dr can explain how he made the new night sky WITHOUT having the .map file...

Anyone got any ideas?


edited on Sep. 4, 2007 12:39 pm by eggbeast
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Aloucard
General Member
Since: Jan 31, 2007
Posts: 110
Last: Jun 19, 2013
[view latest posts]
Level 4
Category: CoDUO Mapping
Posted: Wednesday, Sep. 5, 2007 08:06 am
Well egg, first not a problem at all posting here, second you know what i think, recently i managed and edit all stock maps
, icluding SP and MP and i took out all the variables for
skyboxes and the key values as also the values. I mean
what sky texture the map uses and the _color, ambient and bla bla bla. You got what i made here. I think if you edit the bsp file
and search for 'textures/sky/skytexure" e.g. in the map mp_chatue the bsp had the entry "textures/sky/mp_chateunight" so why dont you make a test and try out this
stock skybox. Also if you want i can post you the key and the values to change them to be completed it. [wave] You know mp_chateu has a very good looking night skybox. Also check my spelling in this map cause i cant remeber how is written the name of the map. Somewhere i made a mistake. lol
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eggbeast
General Member
Since: Jan 5, 2007
Posts: 345
Last: Sep 7, 2009
[view latest posts]
Level 5
Category: CoDUO Mapping
Posted: Wednesday, Sep. 5, 2007 08:53 am
how do you see the skybox textures listed in the bsp? The bsp editor i use only shows entities and so i can only change them, and of course skyboxes are brushes... or do you open the bsp as a text file? which i have never even thought of doing lol... when you search the entities.txt derived from a bsp looking for the word "sky" it never comes up with anything (which is obvious really)
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eggbeast
General Member
Since: Jan 5, 2007
Posts: 345
Last: Sep 7, 2009
[view latest posts]
Level 5
Category: CoDUO Mapping
Posted: Wednesday, Sep. 5, 2007 09:36 am
ok so i opened the mp_rhinevalley.bsp file in wordpad and found sky/mp_carentan and then tried to replace it with sky/chateaunight but it wouldn't work as chateau has 12 letters not 11 and it wouldn't let me add the last letter. I tried using sky/mp_powcamp (10 letters) and this generated the same error when trying to run the map:

CMod_LoadBrushes: bad shaderNum: 50319

Now, when the Dr did this with nuenen, he MUST have managed to change this, but how?

I cannot get on to their website at www.rommorowzweaponz.com for love nor money - i just get a bad login or a white page.

boohoo[duh]
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eggbeast
General Member
Since: Jan 5, 2007
Posts: 345
Last: Sep 7, 2009
[view latest posts]
Level 5
Category: CoDUO Mapping
Posted: Wednesday, Sep. 5, 2007 10:37 am
ok so i had another go...

first thing to note is that ctf_nuenen has skies/trainbridge in the bsp, whereas sky/mp_carentan was in the original, so how the heck did he manage that, as its 2 letters longer?

Anyway, I created in my map pk3 the following files:

rhine.pk3 -->
env/rhine_bk.TGA
rhine_dn.TGA
rhine_ft.TGA
rhine_lf.TGA
rhine_rt.TGA
rhine_up.TGA

All renamed versions of the stock sky - night.
a new shader file scripts/rhine.shader contains:
Code:
// q3map_sun <red> <green> <blue> <intensity> <degrees> <elevation>
// color will be normalized, so it doesn't matter what range you use
// intensity falls off with angle but not distance 100 is a fairly bright sun
// degree of 0 = from the east, 90 = north, etc.  altitude of 0 = sunrise/set, 90 = noon
//

textures/rhine/sky/rhinenights
{
	qer_editorimage 	
	textures/rhine/sky/rhine.tga
	surfaceparm sky
	surfaceparm nolightmap
	surfaceparm noimpact
	surfaceparm nomarks
	skyParms env/rhine 512 -
	sunfile chateau
}



I checked the chateau.sun in the stock pak files and it is a moon.

Now in the bsp file i searched for "sky" and found ONE reference to sky/mp_carentan
I changed this to
sky/rhinenights

I tried every formula, using textures/rhine/sky/rhine in the bsp and changing the rhinenights in the code above to just rhine. This way I always kept the same number of letters. They all cause the same error.

Do I need to be able to see all SIX skybox brushes in the bsp? andchange all six textures? that would make sense but when i open the bsp all i see is a load of boxes and weird glyphs. I get one legible sky texture to change....

Any help most appreciated
[confused]


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