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Topic Starter Topic: 5 new Hi-Res Skyboxes by Hipshot

This is not Æon!
This is not Æon!
Joined: 20 Jan 2002
Posts: 2140
PostPosted: 08-27-2005 09:22 AM           Profile Send private message  E-mail  Edit post Reply with quote


Sigh, hope the forum stays intact now....

Anyway.
Under the lvlshots are fullres versions, 4092 that is, about 500k each, but that shows the sky in its 'normal' resolution.
Downloads at the bottom of the page, each sky takes about 1.5 - 4MB. There are no shaders shipped with them, but use this basic, you need to specify sun and light by yourself.

Code:
textures/xxx/xxx
{
   qer_editorimage textures/xxx/xxx
   q3map_noFog
   q3map_globalTexture
   surfaceparm sky
   surfaceparm noimpact
   surfaceparm nolightmap
   skyparms textures/xxx/env/skyname - -
   nopicmip
}


(This sky looks awful in Q3, probably has to do with Qs rendering of colors and the fact that the sky has a low color profile, alot of grays, the moon looks hot as hell though, this sky works much better in Source)
[lvlshot]http://www.zfight.com/misc/images/textures/envmaps/grimmnight_small.jpg[/lvlshot]
http://www.zfight.com/misc/images/textu ... _large.jpg

[lvlshot]http://www.zfight.com/misc/images/textures/envmaps/stormydays_small.jpg[/lvlshot]
http://www.zfight.com/misc/images/textu ... _large.jpg

[lvlshot]http://www.zfight.com/misc/images/textures/envmaps/miramar_small.jpg[/lvlshot]
http://www.zfight.com/misc/images/textu ... _large.jpg

Here's the sky Æ, download and try if you want
[lvlshot]http://www.zfight.com/misc/images/textures/envmaps/violentdays_small.jpg[/lvlshot]
http://www.zfight.com/misc/images/textu ... _large.jpg

For all our Unreal needs ;)
[lvlshot]http://www.zfight.com/misc/images/textures/envmaps/interstellar_small.jpg[/lvlshot]
http://www.zfight.com/misc/images/textu ... _large.jpg
---

http://www.zfight.com/misc/files/textur ... mnight.rar
http://www.zfight.com/misc/files/textur ... iramar.rar
http://www.zfight.com/misc/files/textur ... mydays.rar
http://www.zfight.com/misc/files/textur ... ntdays.rar
http://www.zfight.com/misc/files/textur ... tellar.rar

Edit: Fixed thread subject.




Last edited by Hipshot on 08-27-2005 02:36 PM, edited 2 times in total.

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Etile
Etile
Joined: 19 Nov 2003
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PostPosted: 08-27-2005 10:09 AM           Profile Send private message  E-mail  Edit post Reply with quote


these look rock'n'roll hipshot. think i'll snag the first 3 and use them for source skies.




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Who's that man, Mommy?
Who's that man, Mommy?
Joined: 27 Aug 2003
Posts: 5147
PostPosted: 08-27-2005 10:28 AM           Profile Send private message  E-mail  Edit post Reply with quote


sex in a can :icon14:




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blaze a blaze
blaze a blaze
Joined: 29 Jan 2000
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PostPosted: 08-27-2005 12:34 PM           Profile Send private message  E-mail  Edit post Reply with quote


Nice, can we downsize it to standard 512x512?



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This is not Æon!
This is not Æon!
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Posts: 2140
PostPosted: 08-27-2005 12:40 PM           Profile Send private message  E-mail  Edit post Reply with quote


No!! Nevah!!111thirtyseven




Of course, do whatever you want, change colors, size, add, remove etc etc...



_________________
Q3Map2 2516 -> http://www.zfight.com/misc/files/q3/q3map_2.5.16_win32_x86.zip
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe


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This is not Æon!
This is not Æon!
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Posts: 2140
PostPosted: 08-27-2005 01:05 PM           Profile Send private message  E-mail  Edit post Reply with quote


Added another.



_________________
Q3Map2 2516 -> http://www.zfight.com/misc/files/q3/q3map_2.5.16_win32_x86.zip
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe


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Etile
Etile
Joined: 19 Nov 2003
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PostPosted: 08-27-2005 03:23 PM           Profile Send private message  E-mail  Edit post Reply with quote


i made the grimm sky one into my desktop with a few adjustments. looks ace




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Etile
Etile
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Posts: 33017
PostPosted: 08-27-2005 03:25 PM           Profile Send private message  E-mail  Edit post Reply with quote


Hipshot wrote:
Code:
textures/xxx/xxx
{
   qer_editorimage textures/xxx/xxx
   q3map_noFog
   q3map_globalTexture
   surfaceparm sky
   surfaceparm noimpact
   surfaceparm nolightmap
   skyparms textures/xxx/env/skyname - -
   nopicmip
}



surfaceparm nomarks?




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This is not Æon!
This is not Æon!
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Posts: 2140
PostPosted: 08-27-2005 03:31 PM           Profile Send private message  E-mail  Edit post Reply with quote


You don't need that in a sky...



_________________
Q3Map2 2516 -> http://www.zfight.com/misc/files/q3/q3map_2.5.16_win32_x86.zip
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe


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I'm the dude!
I'm the dude!
Joined: 04 Feb 2002
Posts: 12141
PostPosted: 08-27-2005 04:30 PM           Profile Send private message  E-mail  Edit post Reply with quote


Nice work Hipshot!

surfaceparm noimpact implies nomarks.



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blaze a blaze
blaze a blaze
Joined: 29 Jan 2000
Posts: 344
PostPosted: 08-28-2005 12:07 AM           Profile Send private message  E-mail  Edit post Reply with quote


Hipshot wrote:
No!! Nevah!!111thirtyseven




Of course, do whatever you want, change colors, size, add, remove etc etc...


Great :icon25: All are great, but "Interstellar" is just plain awesome. Once again I'm gonna ask a stupid question: what do I need to make such textures? Except a talent of course.




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Pestilence
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PostPosted: 08-28-2005 01:17 AM           Profile Send private message  E-mail  Edit post Reply with quote


Just awesome of course. :icon14:




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Lasery Roboty
Lasery Roboty
Joined: 07 Jun 2004
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PostPosted: 08-28-2005 01:21 AM           Profile Send private message  E-mail  Edit post Reply with quote


Lukin: I think he uses photoshop and little bit of terragen. Alot of the stuff on them is taken from photos I think.



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Boink!
Boink!
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PostPosted: 08-28-2005 02:04 AM           Profile Send private message  E-mail  Edit post Reply with quote


Hipshot,

very nice skybox textures... some things I was wondering though:

- Were there any limits to the resolution of textures, especially for skyboxes with Q3A? (Other than possibly using up too much memory on older 64 MB gfx cards?)

- Pitty there is no sun color and elevation shader. But that should not, as you pointed out, be much of a problem.

- Downloading all files, adding Violent Days to AEglow.


Todt,

Grimm Night, very much looks like a AEsafe sky :)... fading the lower part of the map into black fog, would be a new thing (though since hi mentions that this sky does not work well with q3a, it might require some testing). Interstellar & Miramar should also work well with AEsafe and fog.



All in all very nice skybox textures.

BTW: HipShot how do you create skyboxes like that? What software do you use?




Last edited by AEon on 08-28-2005 02:20 AM, edited 1 time in total.

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blaze a blaze
blaze a blaze
Joined: 29 Jan 2000
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PostPosted: 08-28-2005 02:08 AM           Profile Send private message  E-mail  Edit post Reply with quote


voodoochopstiks wrote:
Lukin: I think he uses photoshop and little bit of terragen. Alot of the stuff on them is taken from photos I think.


Then it must be Terragen with some plugins, doesn't it? The version I have doesn't support layered clouds, etc.
Well, those skies look so real, that I suppose it's rather photo+Photoshop, or some 3d app.
Hipshot, go get yourself a job in the industry :icon25:



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This is not Æon!
This is not Æon!
Joined: 20 Jan 2002
Posts: 2140
PostPosted: 08-28-2005 02:33 AM           Profile Send private message  E-mail  Edit post Reply with quote


AEon wrote:
Hipshot,

very nice skybox textures... some things I was wondering though:

- Were there any limits to the resolution of textures, especially for skyboxes with Q3A? (Other than possibly using up too much memory on older 64 MB gfx cards?)

- Pitty there is no sun color and elevation shader. But that should not, as you pointed out, be much of a problem.

- Downloading all files, adding Violent Days to AEglow.


Todt,

Grimm Night, very much looks like a AEsafe sky :)... fading the lower part of the map into black fog, would be a new thing (though since hi mentions that this sky does not work well with q3a, it might require some testing). Interstellar & Miramar should also work well with AEsafe and fog.



All in all very nice skybox textures.

BTW: HipShot how do you create skyboxes like that? What software do you use?


- I think the texture limit in Q3a is 2048^2, but it could also be 4096^2, I doubt that thought, since the game is old and cards didn't support such hight res textures back in late '99. The reason to keep these images lower or maybe even .jpg should as you said be to keep load lower and playable on 64MB cards.

- Heh, pity yes ;) Everyone at the HL sites where I also post these rants about why I have not given them any shaders since source requires 6 shaders, one for each texture. Adding a sun ext and light is rather simple...

- I made them using terragen and photoshop, then I used images that I've taken on clouds and, various places found on the net. You see, I have never taken a photo of a planet that close ;) Then its all about bending the axis a bit for each image, the firt sky, stormy days took almost 24H active working to complete.




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Boink!
Boink!
Joined: 19 Apr 2003
Posts: 4493
PostPosted: 08-28-2005 02:44 AM           Profile Send private message  E-mail  Edit post Reply with quote


Just added Violent Days to AEglow.

I seems that large textures 1024x will layout the FPS. When turning around, anytime another face of the skybox gets into view, the GFX card seems to have to load it from RAM to GFX RAM, and with a size of about 3 MB per texture face, that makes the framerate drop from 100 FPS (com_maxfps 100) to 40.

This seems to mean the nice hires textures need to be scaled down :(... snief.

Quote:
Then its all about bending the axis a bit for each image, the firt sky, stormy days took almost 24H active working to complete.


And that is probably one of the reasons the skybox textures look so great, one can actually see all the detail an work that went into them :)




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This is not Æon!
This is not Æon!
Joined: 20 Jan 2002
Posts: 2140
PostPosted: 08-28-2005 02:48 AM           Profile Send private message  E-mail  Edit post Reply with quote


Try to make em jpg before you rezise them, I don't belive they would look that bad as 512 though no in Q3 to be honest.



_________________
Q3Map2 2516 -> http://www.zfight.com/misc/files/q3/q3map_2.5.16_win32_x86.zip
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe


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Boink!
Boink!
Joined: 19 Apr 2003
Posts: 4493
PostPosted: 08-29-2005 12:27 AM           Profile Send private message  E-mail  Edit post Reply with quote


Just converted the Violent Days skybox textures from tga to jpg (100% quality) in Photoshop. That not only brings down the file size from 18 MB to 1.92 MB but also seems to improve the "lagouts" AFAICT. Presently I am no longer sure that the skybox is the bottle neck. Quite possibly its the alpha state of the map that does not effectively reduce polygon counts, yet (everything detail sofar).




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Grunt
Grunt
Joined: 01 Mar 2005
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PostPosted: 08-29-2005 12:35 AM           Profile Send private message  E-mail  Edit post Reply with quote


Excellent work! These are the best skyboxes I´ve seen in a long time. Should work great for Doom3 too.




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Multidirectional
Multidirectional
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PostPosted: 08-29-2005 05:45 AM           Profile Send private message  E-mail  Edit post Reply with quote


Very awesome skies there!




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The Afflicted
The Afflicted
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PostPosted: 08-29-2005 06:33 AM           Profile Send private message  E-mail  Edit post Reply with quote


very impressive



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Eh?
Eh?
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PostPosted: 08-29-2005 08:08 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Hipshot, can i use one of these in my Q2E tech map by any chance pretty plese?




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This is not Æon!
This is not Æon!
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PostPosted: 08-29-2005 08:12 AM           Profile Send private message  E-mail  Edit post Reply with quote


Of course, would love to see the map...




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The Afflicted
The Afflicted
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PostPosted: 08-29-2005 12:35 PM           Profile Send private message  E-mail  Edit post Reply with quote


how do i set my skybox shader to adjust the intensity of the light in my map?

Basically, I have a night map, and the light being cast is the correct color, but too bright.

Here is my current shader:

textures/ss_sky/stormsky
{
qer_editorimage textures/ss_sky/stormsky.tga
surfaceparm noimpact
surfaceparm nolightmap
q3map_globaltexture
surfaceparm sky
q3map_sun 0.851 0.945 1.0 90 220 52
skyParms env/ss_sky/grimmnight - -
sort sky
nopicmip
}

noob question, I know, but I cant for the life of me figure this out.



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blaze a blaze
blaze a blaze
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PostPosted: 08-29-2005 12:42 PM           Profile Send private message  E-mail  Edit post Reply with quote


Decrease fourth value (90) in q3map_sun parm.

http://www.shaderlab.com/q3map2/shader_manual/ch3.html#sun



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I'm the dude!
I'm the dude!
Joined: 04 Feb 2002
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PostPosted: 08-29-2005 01:10 PM           Profile Send private message  E-mail  Edit post Reply with quote


You also probably need q3map_skylight.

Experiment with the sun/sunExt intensity value as well as the skylight amount value. Larger intensity values with small amount values will result in darker shadows, while smaller intensity values with greater amount values will result in lighter shadows.

I recommend the use of q3map_sunExt over normal q3map_sun for better quality of shadow edges.

Read this:
http://www.shaderlab.com/q3map2/shader_manual/apI.html



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The Afflicted
The Afflicted
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PostPosted: 08-29-2005 01:54 PM           Profile Send private message  E-mail  Edit post Reply with quote


thx lukin... i always thought that was a coordinate location? anyway, thanks!

Also thx obsidian, ill give those a go as well. sunExt looks to be incredibly useful for my current project!



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This is not Æon!
This is not Æon!
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Posts: 2140
PostPosted: 08-29-2005 01:56 PM           Profile Send private message  E-mail  Edit post Reply with quote


Hmm, are you using the grimmnight sky? Do you think it looks ok in Q3?



_________________
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Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
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The Afflicted
The Afflicted
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PostPosted: 08-29-2005 02:49 PM           Profile Send private message  E-mail  Edit post Reply with quote


im mapping for a mod using a heavilly modified q2 engine, and the skybox looks great.. even though the map itself is a little rough :x. I'll post a screenie when my compile is done.



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The Afflicted
The Afflicted
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PostPosted: 08-29-2005 03:56 PM           Profile Send private message  E-mail  Edit post Reply with quote


Image

very little lighting atm, but the skybox really fits the theme, and looks great.



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This is not Æon!
This is not Æon!
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PostPosted: 08-29-2005 11:23 PM           Profile Send private message  E-mail  Edit post Reply with quote


OMG, that really looks good! Damn, love how the moon peaks there!



_________________
Q3Map2 2516 -> http://www.zfight.com/misc/files/q3/q3map_2.5.16_win32_x86.zip
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe


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Recruit
Recruit
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PostPosted: 08-30-2005 12:06 AM           Profile Send private message  E-mail  Edit post Reply with quote


Looks amazing, the sky could be a bit darker imo.



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Boink!
Boink!
Joined: 19 Apr 2003
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PostPosted: 08-30-2005 02:42 AM           Profile Send private message  E-mail  Edit post Reply with quote


obsidian wrote:


Definately should be mentioned in link sticky... reading up on these spiffy updates myself :)




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oldskool
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PostPosted: 08-30-2005 03:36 AM           Profile Send private message  E-mail  Edit post Reply with quote


that's beautiful!




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