[Radiant Editor]sky box CoD

[Radiant Editor]sky box CoD

Re: [Radiant Editor]sky box CoD Posted by ham on Tue Mar 9th 2004 at 1:38am
ham
9 posts
Posted 2004-03-09 1:38am
ham
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9 posts 1 snarkmarks Registered: Mar 8th 2004 Occupation: student Location: australia
:confused: how the f**k do u make a sky box in radient CoD
Re: [Radiant Editor]sky box CoD Posted by ham on Tue Mar 9th 2004 at 1:51am
ham
9 posts
Posted 2004-03-09 1:51am
ham
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9 posts 1 snarkmarks Registered: Mar 8th 2004 Occupation: student Location: australia
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Creating a Skybox

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by Valkrys

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Alright, being that I was, in the beginning, a UT mapper, I'm going to refer to what we're going to be making as a 'skybox.' What this means is this: You have a box, outside of your main map, and inside of it, you can see all of the terrain that you wish in the distance. Now, this is kind of hard to explain, well, at least for me, since I'm a product of Californian public education, so, just take a look at the following pic:

User posted image

Now, as one can imagine, actually building a mountain that towers over the entire map would need a HUGE amount of brushes, and would thus increase your compile time, and, probably, rspeeds incredibly. That's what this tutorial is for, to show you how to create that, and similar effects, using minimal brushes, time, energy, and vulgarity.

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Assumptions:

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This is for folks that already have an understanding of making terrain and are very comfortable with the editor.

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Step 1:

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Just build your outdoor terrain how you would regularly do it, with whatever skyshader you want to see.

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Step 2:

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Create your skybox terrain. This can be accomplished in several ways. What I did was used EasyGen, and, although it still adds quite a few brushes to compile, it still saves you in the long run. Another method, if you're good with 3d modelling, is to use that. You can make some REALLY nice and detailed terrains with that, and you wouldn't be so restricted by the available textures. (Just look at escape1, the first mission in SP Wolfenstein, to see what I mean. They did all the terrain in the distance surrounding the castle using this effect, using a model.)

Place this terrain OUTSIDE of the rest of your map, and ABOVE it. I cannot stress this enough. You'd actually be able to see the rest of your map mirrored in the sky if you have your skybox parallel with your map, and it makes everything look terrible. Here are some pics of an example as to where to place it:

User posted image

User posted image

Another note: Pay attention to DETAIL!
If you have large scale terrain like this, it is incredibly easy to find a single flaw, since it's projected to be so large on your screen during gameplay.

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Step 3:

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Put a sky around the skybox. Yep, just like you would do with your actual map, place a hollowed cube around the terrain that would be your skybox. Give it the same texture as the actual map.

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Step 4:

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Place the prop_skyportal in there! Right click in the 2D window and choose props->prop_skyportal. Put it inside your skybox.

Here's another point I cannot stress enough: placement is everything! Just think of that prop_skyportal as a miniature version of your map. Wherever you put it, at whatever altitude, is where you're going to see the skybox terrain from. So, that means if you put it right up next to a mountain, you're going to see that mountain as HUGE (and if you stretched the terrain too much, it'll look weird, but that's beside the point).

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Conclusion:

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Compile, and you're done! Yep, you heard me. Compile that sucker! When you play the map, you should see the (hopefully) nice terrain in the distance!

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Re: [Radiant Editor]sky box CoD Posted by ham on Tue Mar 9th 2004 at 1:52am
ham
9 posts
Posted 2004-03-09 1:52am
ham
member
9 posts 1 snarkmarks Registered: Mar 8th 2004 Occupation: student Location: australia
i answered my own question hmm...
Re: [Radiant Editor]sky box CoD Posted by Orpheus on Tue Mar 9th 2004 at 2:08am
Orpheus
13860 posts
Posted 2004-03-09 2:08am
Orpheus
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ham said:
i answered my own question hmm...
if you did indeed answer it, great.. it also consequentially adds to our database.. great job :smile:

and.. welcome to snarkpit o bringer of new info..
Re: [Radiant Editor]sky box CoD Posted by ham on Tue Mar 9th 2004 at 2:13am
ham
9 posts
Posted 2004-03-09 2:13am
ham
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9 posts 1 snarkmarks Registered: Mar 8th 2004 Occupation: student Location: australia
thanks man
Re: [Radiant Editor]sky box CoD Posted by Hornpipe2 on Tue Mar 9th 2004 at 2:42am
Hornpipe2
636 posts
Posted 2004-03-09 2:42am
636 posts 123 snarkmarks Registered: Sep 7th 2003 Occupation: Programmer Location: Conway, AR, USA
So with the Q3 engine it's not a flat image, it's a 3d model that your map is "placed in"?
Re: [Radiant Editor]sky box CoD Posted by ham on Tue Mar 9th 2004 at 2:53am
ham
9 posts
Posted 2004-03-09 2:53am
ham
member
9 posts 1 snarkmarks Registered: Mar 8th 2004 Occupation: student Location: australia
from what i can see u make a small box and then put an entity in it and what ever it can see in the box is what u see as the sky box in the game.

so u can just put backround textures inside on the walls of the box and u will see them in the game as the back round.

:chainsaw:
Re: [Radiant Editor]sky box CoD Posted by Orpheus on Tue Mar 9th 2004 at 2:56am
Orpheus
13860 posts
Posted 2004-03-09 2:56am
Orpheus
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13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
sounds rather like unreals version..

unreal has a box, someplace else.. with a sky on the inside and a camera..
Re: [Radiant Editor]sky box CoD Posted by KoRnFlakes on Tue Mar 9th 2004 at 8:46am
KoRnFlakes
1125 posts
Posted 2004-03-09 8:46am
1125 posts 511 snarkmarks Registered: Jul 3rd 2002 Occupation: Yus! Location: Norfolk
download this:
http://www.snarkpit.com/pits/kornflakes/skybox.zip

extract the .pk3 to your call of duty/main/ folder - openr adiant & use the textures inside "sky". nothing special.
Re: [Radiant Editor]sky box CoD Posted by mischief mayhem on Tue Jun 15th 2004 at 5:36am
mischief mayhem
2 posts
Posted 2004-06-15 5:36am
2 posts 0 snarkmarks Registered: Jun 16th 2004
KoRnFlakes said:
download this:
http://www.snarkpit.com/pits/kornflakes/skybox.zip

extract the .pk3 to your call of duty/main/ folder - openr adiant & use the textures inside "sky". nothing special.
but how do you make an environmental light? (sorry, I'm a HL mapper trying to learn this :razz: )
Re: [Radiant Editor]sky box CoD Posted by 7dk2h4md720ih on Tue Jun 15th 2004 at 10:23am
7dk2h4md720ih
1976 posts
Posted 2004-06-15 10:23am
1976 posts 198 snarkmarks Registered: Oct 9th 2001
Deleted user eh? Did I miss something?
Re: [Radiant Editor]sky box CoD Posted by scary_jeff on Tue Jun 15th 2004 at 11:21am
scary_jeff
1614 posts
Posted 2004-06-15 11:21am
1614 posts 191 snarkmarks Registered: Aug 22nd 2001
Yeah, speak up Lep :smile:
Re: [Radiant Editor]sky box CoD Posted by Leperous on Tue Jun 15th 2004 at 11:27am
Leperous
3382 posts
Posted 2004-06-15 11:27am
Leperous
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The boy had a silly name ("floppywang")
Re: [Radiant Editor]sky box CoD Posted by 7dk2h4md720ih on Tue Jun 15th 2004 at 12:11pm
7dk2h4md720ih
1976 posts
Posted 2004-06-15 12:11pm
1976 posts 198 snarkmarks Registered: Oct 9th 2001
You can't go around deleting accounts with reckless abandon. For all
you know floppywang could have blossomed into a valuable member of the
community! :smile:
Re: [Radiant Editor]sky box CoD Posted by Orpheus on Tue Jun 15th 2004 at 12:34pm
Orpheus
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Posted 2004-06-15 12:34pm
Orpheus
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13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
Alien_Sniper said:
You can't go around deleting accounts with reckless abandon. For all you know floppywang could have blossomed into a valuable member of the community! :smile:
no, but i thought we had a claus in the sign up page forbidding questionable names??

if not, might we from now on?
Re: [Radiant Editor]sky box CoD Posted by 7dk2h4md720ih on Tue Jun 15th 2004 at 12:54pm
7dk2h4md720ih
1976 posts
Posted 2004-06-15 12:54pm
1976 posts 198 snarkmarks Registered: Oct 9th 2001
That was sarcasm. I don't think people should have to be prompted to provide reasonable usernames.
Re: [Radiant Editor]sky box CoD Posted by Orpheus on Tue Jun 15th 2004 at 1:00pm
Orpheus
13860 posts
Posted 2004-06-15 1:00pm
Orpheus
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13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
Alien_Sniper said:
That was sarcasm. I don't think people should have to be prompted to provide reasonable usernames.
yes you do.. sadly dave, its not that simple.. remember "Prick"

that name holds no insult to me, it does to others.. my point is, you must have a claus, or people will start to cry discrimination.. we had major issues with it at [DRS]

personally, i see no issues with floppywang, wang could mean something other than droopydick to someone.. what if he was our first stooped over chinese..

he coulda been a paraplegic chinese for all we know :heee:

besides in version V3 of the pit, we had blowjob :rolleyes:
Re: [Radiant Editor]sky box CoD Posted by 7dk2h4md720ih on Tue Jun 15th 2004 at 1:11pm
7dk2h4md720ih
1976 posts
Posted 2004-06-15 1:11pm
1976 posts 198 snarkmarks Registered: Oct 9th 2001
This isn't [DRS] though. The site is run by Lep who can do as he sees
fit without having to argue with anybody. If people want to register
stupid or offensive names just let them get deleted, it's no loss at
all. :smile:
Re: [Radiant Editor]sky box CoD Posted by Orpheus on Tue Jun 15th 2004 at 1:15pm
Orpheus
13860 posts
Posted 2004-06-15 1:15pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
Alien_Sniper said:
it's no loss at all. :smile:
really?

maybe i am at a different snarkpit than you are.. cause it matters, or it had better matter :/
Re: [Radiant Editor]sky box CoD Posted by Leperous on Tue Jun 15th 2004 at 1:42pm
Leperous
3382 posts
Posted 2004-06-15 1:42pm
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There are millions of names you can use as your name, and that just so happened to be one of the ones I don't want people to use here :razz: Anyways.