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Topic Starter Topic: Quake Teleporter texture and Quake sky

Insane Quaker
Insane Quaker

Joined: 17 Feb 2005
Posts: 403
PostPosted: 04-15-2012 04:32 AM           Profile Send private message  E-mail  Edit post Reply with quote


Hello,

I'm looking for this Quake teleporter texture to be used in Quake 3. Does anybody know if someone has remade this for Quake 3? The closest I came to find it were the teleporter textures used in Areowalk by Hubster.

Image

Next, I'm looking for this sky, preferably moving. The only one I found was in Fjoggs his EPC map. Except I want higher resolution and no clouds. Moving like the one in Quake is a plus.

Image

Any help would be appreciated, thanks!



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Insane Quaker
Insane Quaker

Joined: 22 Jun 2011
Posts: 409
PostPosted: 04-15-2012 05:10 AM           Profile Send private message  E-mail  Edit post Reply with quote


For the teleporter texture - maybe make your own? It's easy to do...

For the sky, I didn't understand what you mean?



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Insane Quaker
Insane Quaker

Joined: 17 Feb 2005
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PostPosted: 04-15-2012 05:19 AM           Profile Send private message  E-mail  Edit post Reply with quote


I want to have it as an sky in Quake 3. So it has to be a completely working skybox.

If I would know how to make textures and write shaders for them, I wouldn't have opened this thread :P
But thanks for suggesting.



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Immortal
Immortal

Joined: 02 Jun 2006
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PostPosted: 04-15-2012 05:32 AM           Profile Send private message  E-mail  Edit post Reply with quote


Check out tuban's work at lvl, he did some mean q1 maps.




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Insane Quaker
Insane Quaker

Joined: 14 Oct 2001
Posts: 419
PostPosted: 04-15-2012 06:43 AM           Profile Send private message  E-mail  Edit post Reply with quote


Hey J, u actually mapping again? Cool.
I believe Hubster's Aerowalk used a q3 version of that teleporter shader, u might wanna take a look :))




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The Afflicted
The Afflicted

Joined: 10 Aug 2009
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PostPosted: 04-15-2012 08:34 AM           Profile Send private message  E-mail  Edit post Reply with quote


fKd wrote:
Check out tuban's work at lvl, he did some mean q1 maps.


Yo dawg, his name is tabun.

@Infernis:
You can get very simular results with a simple noise filter and a bit of painting.



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I'm the dude!
I'm the dude!

Joined: 04 Feb 2002
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PostPosted: 04-15-2012 10:54 AM           Profile Send private message  E-mail  Edit post Reply with quote




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Insane Quaker
Insane Quaker

Joined: 17 Feb 2005
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PostPosted: 04-15-2012 11:33 AM           Profile Send private message  E-mail  Edit post Reply with quote


Really Obsidian? I didn't know Google let you look for images ;)

I guess I'll have to make my own skybox then. Thanks for the tip about Tabun, it got me an awesome teleporter :)



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Grunt
Grunt

Joined: 29 Feb 2012
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PostPosted: 04-15-2012 07:20 PM           Profile Send private message  E-mail  Edit post Reply with quote





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Insane Quaker
Insane Quaker

Joined: 17 Feb 2005
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PostPosted: 04-16-2012 01:27 AM           Profile Send private message  E-mail  Edit post Reply with quote


Seriously? Am I missing something here?
I thought I asked an legitimate question on a forum that's always been helpfull through the years. Why the noob treatment all of a sudden?



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Immortal
Immortal

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PostPosted: 04-16-2012 03:05 AM           Profile Send private message  E-mail  Edit post Reply with quote


yeah its been a bit balls around here as of late... lookin forward to seeing ya q1 inspired work. hang in there bud




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I'm the dude!
I'm the dude!

Joined: 04 Feb 2002
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PostPosted: 04-16-2012 06:52 AM           Profile Send private message  E-mail  Edit post Reply with quote


My point was that you can roll your own (and probably a better looking one) in about 5 mins using some modified stock images. It was a legitimate suggestion. The quote is from 2001: A Space Odyssey.

None of it was meant to be offensive or condescending. I think you're being overly sensitive over nothing.



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foolproof
foolproof

Joined: 11 Jan 2001
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PostPosted: 04-16-2012 07:21 AM           Profile Send private message  E-mail  Edit post Reply with quote


The general vibe on these boards has become a bit sarcastic, though.
Probably inevitable, after dealing with the same shit for 13 years.




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Insane Quaker
Insane Quaker

Joined: 17 Feb 2005
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PostPosted: 04-16-2012 08:07 AM           Profile Send private message  E-mail  Edit post Reply with quote


Thanks fKd!

obsidian wrote:
My point was that you can roll your own (and probably a better looking one) in about 5 mins using some modified stock images. It was a legitimate suggestion. The quote is from 2001: A Space Odyssey.

None of it was meant to be offensive or condescending. I think you're being overly sensitive over nothing.


I didn't know the reference to Kubrick's movie. Therefore I thought you were saying something like use Google you dumb.....
Now that you have explained, I understand and in that case, I appreciate the suggestion. I knew I could render it, but having the stars slowly move around and stuff, that seems tricky. I'll guess I'll settle for a static skybox for now.

Thanks



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Insane Quaker
Insane Quaker

Joined: 17 Feb 2005
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PostPosted: 09-05-2012 12:17 AM           Profile Send private message  E-mail  Edit post Reply with quote


I followed Obsidian's suggestion and I'm currently trying to make my own skybox.

I've made the necessary images and saved them like this:

starfield_ft.tga
starfield_lf.tga
starfield_up.tga
starfield_bk.tga
starfield_rt.tga
starfield_dn.tga

The size of each image is 1024*1024 and it's saved with 32bits/pixel resolution.

I created a map called spronyq3dm2 in the env folder and made a new folder called starfield. I placed all 6 images in the starfield folder. I added spronyq3dm2.shader to my shader list and I used this shader:

Quote:

textures/spronyq3dm2/starfield
{
qer_editorimage env/spronyq3dm2/starfield/starfield_lf.tga
surfaceparm noimpact
surfaceparm nolightmap
//red green blue intensity degrees elevation deviance samples
q3map_sunExt .78 .86 .94 200 290 75 2 32
q3map_skyLight 150 6
}


When I open GtkRadiant I can select the spronyq3dm2 folder, I see the starfield shader. I apply it in a test map, compile it and the skybox doesn't show. I get the famous black and white texture. I checked all the paths. What am I missing here? Even though the texture doesn't show, the room is still illuminated by the sky.

Thanks in advance.



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Last edited by Infernis on 09-08-2012 11:32 PM, edited 1 time in total.

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Cool #9
Cool #9

Joined: 01 Dec 2000
Posts: 36620
PostPosted: 09-05-2012 12:26 AM           Profile   Send private message  E-mail  Edit post Reply with quote


You're missing the reference to the actual images in your shader. Add this to the shader:

Quote:
skyparms env/spronyq3dm2/starfield/starfield - -

including those last two dashes



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Insane Quaker
Insane Quaker

Joined: 17 Feb 2005
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PostPosted: 09-05-2012 05:51 AM           Profile Send private message  E-mail  Edit post Reply with quote


You sir, are awesome! I got myself a working skybox!



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