Try this, skyfix.
Try this, skyfix.
Remeber all those lines you get? See if this works. Load /devmap hipshots_skyfix and see if there's any lines. Should have posted this earlier but I forgott, well well...
http://www.zfight.com/misc/files/q3/hipshots_skyfix.rar - ~8M
http://www.zfight.com/misc/files/q3/hipshots_skyfix.rar - ~8M
Interesting approach, but unfortunately it's not working (at least for me).
Tested with my notebook (Pentium M, ATI Mobility Radeon 9700). Graphic settings are almost default I suppose, except the resoluton. No mod loaded, hence baseq3.
r_fastsky 0
[lvlshot]http://www.bilder-hochladen.net/files/viv-1.jpg[/lvlshot]
r_fastsky 1
[lvlshot]http://www.bilder-hochladen.net/files/viv-2.jpg[/lvlshot]
So as you can see, I get a strange graphic glitch while turning on the sky.
Short video demonstrating the glitches (1.5MB)
Tested with my notebook (Pentium M, ATI Mobility Radeon 9700). Graphic settings are almost default I suppose, except the resoluton. No mod loaded, hence baseq3.
r_fastsky 0
[lvlshot]http://www.bilder-hochladen.net/files/viv-1.jpg[/lvlshot]
r_fastsky 1
[lvlshot]http://www.bilder-hochladen.net/files/viv-2.jpg[/lvlshot]
So as you can see, I get a strange graphic glitch while turning on the sky.
Short video demonstrating the glitches (1.5MB)
Yeah, that works nicely on my 9800 pro.
I've tried fixing skylines before by modelling the skycube, pulling in the uvs half a texel and turning off mipmapping. This looks similar.
You might want to point the /env reference to textures that do not exist (or to nodraw shaders). That way the skycube doesn't render underneath the rest of the stuff and you keep the overdraw down. Might fix that wierd artifact of maz0rs, too (what is that, a z-buffer thing?)
I've tried fixing skylines before by modelling the skycube, pulling in the uvs half a texel and turning off mipmapping. This looks similar.
You might want to point the /env reference to textures that do not exist (or to nodraw shaders). That way the skycube doesn't render underneath the rest of the stuff and you keep the overdraw down. Might fix that wierd artifact of maz0rs, too (what is that, a z-buffer thing?)
Whoa, trippy!
Looks good. There is one small seam on the left facing the vortex. I think it's a texture error rather than an actual skybox seam since I don't see it anywhere else.
6800GT
Care to share your technique?
Looks good. There is one small seam on the left facing the vortex. I think it's a texture error rather than an actual skybox seam since I don't see it anywhere else.
6800GT
Care to share your technique?
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
@ v1l3, that is a satelite pic from near my house.
@ Obs, if you take the file again, it should contain the source. It's really not that hard, it's just a model in a skyportal
@ salinga, cause a model is better than a textured skyportal. Because I can rotate it, scale, do whatever I want (almost)...
I think foo made a similar solution a couple years ago, but he used a sphere? I don't remember... But, anyone that want to have thier maps "skyline-free" might wanna look into a solution like this... The rotated sky is just an effect I wannted to do for a long time, but not until ~last week did I think of the idea to add a model into the skyportal as a skybox and then rotate it that way. I was fiddeling with photoshop trying to angle the texture itself, that sucked.
@ Obs, if you take the file again, it should contain the source. It's really not that hard, it's just a model in a skyportal
@ salinga, cause a model is better than a textured skyportal. Because I can rotate it, scale, do whatever I want (almost)...
I think foo made a similar solution a couple years ago, but he used a sphere? I don't remember... But, anyone that want to have thier maps "skyline-free" might wanna look into a solution like this... The rotated sky is just an effect I wannted to do for a long time, but not until ~last week did I think of the idea to add a model into the skyportal as a skybox and then rotate it that way. I was fiddeling with photoshop trying to angle the texture itself, that sucked.
Only thing I can't wrap my head around is the skybox model. Is it a cube, or a sphere, or a spherified cube?
Can you send me a copy of that model?
Can you send me a copy of that model?
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
It's a cube. It's included in the folder /source, called hipshots_skybox.ase.
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
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
Btw, this is just a "texture" not a sky itself, to make a sky with effects, like moving clouds etc, you need to model them for yourself and place them in the sky, like a sphere or something. I have no problem with this, I feel that it's better in some ways, cause I have more control over the number of triangles needed for the effects, also, I can use more than 3 layers of effects in the sky. Some might think this is a bit bothersome, but for me being hooked on skyboxed and making them it's a real treat. I love spending time on that part of the map making process =)