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Author Topic:   Terragen Tutorial For SkyBoxes
Lloyd M
World Builder

Posts: 1156
Registered: Dec 1999

posted 03-14-2000 11:15 AM     Click Here to See the Profile for Lloyd M    Click Here to Email Lloyd M 
OK, this is how to make a skybox in Terragen.
[TERRAGEN: Get it here -> http://www.planetside.co.uk/terragen ]

Load up terragen and in the "LANDSCAPE" box click GENERATE TERRAIN. A window appears allowing you to customize your landscape.

Mess around with slider settings (I always keep the METHOD setting at SUBDIVIDE AND DISPLACE) and then press GENERATE TERRAIN then CLOSE (or adjust the sliders and repeat until you have the landscape you want).

Ok, In the LANDSCAPE window the terrain should have appeared (Blue=Water, White and Grey is Land - Note: The higher the elevation the whiter it appears in the window). There is a way to change the landscape manually. For example, in my Eye-Sky where the sun is setting I carved that pit using the Sculpting Tool (Medium sculpt is best).

When sculpting LEFT MOUSE CLICK builds up the landscape and RIGHT MOUSE CLICK lowers the terrain. When you are happy click SAVE in the LANDSCAPE window to save a .terr file.

If you don't want the terrain to be all one colour (or rather various shades of that colour) - for example in the Eye-Sky I had snow over rocky terrain (i.e. white on brown) - then you will need to add various surface maps. Just click ADD in the surface map section. Double LEFT CLICK the SURFACE MAP to bring up this box ->

Click colour to bring up this window to edit the colour of that layer.

Choose the colour and click OK then close the Surface Layer window. Save the surface map.
To move one colour on top of another in the terrain e.g. snow ON rocks, press the move keys.
*****************************************

Now to check the landscape you have just built we will look into the RENDERING CONTROL.

The RENDER PREVIEW renders a quick view of the map in the little window. The quality of the preview is set using the DETAIL slider. Best to keep it in the middle unless you have a very powerful computer or don't mind waiting a couple of minutes. I'll come to the SETTINGS button in a minute.
Next to the settings button are two tick boxes. This toggles whether to render the sky and/or ground. This will be useful if the nearbox shader in Q3A is ever fixed since then we can render the sky separately from the ground and stick moving clouds in between the two.

For image size I used 512x512. Don't forget though that you have to balance these skies with the total texture MB size in your map (i.e. don't forget Paul said total textures must not exceed 4MB including skies - using jpegs for skies helps though).

I'll come to the CAMERA area later. For now though we need to set the environment to suit our vision for the map.
*****************************************

Look at the toolbar on the left of Terragen.

Press Water (if you have water in your map).

WATER LEVEL raises and lowers the overall water level in your landscape.
Choose the type of water for your landscape Deep, Muddy, Tropic or Frozen for some preset water values. In the WATER window you can change various things such as reflectivity and wave properties.
When you're satisfied with the water values you have (remember you can keep changing a value and pressing RENDER PREVIEW to see the effect), close the WATER window.
*****************************************

Now press CLOUDSCAPE in the toolbar.

This area allows you to customize cloud cover.

The cloud lighting settings affect how dark cloud cover makes the scene. Generate clouds does exactly what it says through this window ->

I think Persistence affects how compact the clouds.
Move the LARGEST CLOUD SIZE slider right for huge clouds, left for many small clouds.
Click GENERATE CLOUDS to see the results.
Click CLOSE when you're done.
Then close the CLOUDSCAPE window.
*****************************************

Now press ATMOSPHERE in the toolbar.

To make an evening setting move the LIGHT DECAY / RED's decay slider to about 50%.
You can also increase fog for an excellent foggy landscape (which will be seen in my next map ) by moving the HAZE DENSITY slider to increase density.

When you're done close the ATMOSPHERE window.
*****************************************

Finally, press the LIGHTING CONDITIONS in the toolbar.

Move the red lines around to set elevation and heading of the sun in your landscape. When you lower the sun to an evening elevation a message will appear (under the Shaddows in Atmosphere checkbox) telling you how to deal with evening renders.
For the Eye-Sky sun the only other setting I changed was the CORONA SIZE in the SUN'S APPEARANCE tab.

This increases the glow in the area where the sun is.
For evening skies you may also have to reduce shaddow lightness in the BACKGROUND LIGHT tab to stop the washed out appearance of the scene at evening times.
SAVE YOUR SUN SETTINGS.
When you're done close the LIGHTING CONDITIONS window.
*****************************************

YOU ARE NOW READY TO RENDER

Go to SETTINGS in the RENDERING CONTROL window.
The RENDER SETTINGS window appears.

Don't touch gamma unless you specifically want to, but when you are ready to do the final render slide the ATMOSPHERE and CLOUD SHADING ACCURACY sliders to HIGH. Render times will now drastically increase even in the little preview window.
Click CLOSE.
MAKE SURE DETAIL (just under the preview window) is all the way to the right (i.e. MAX).

Now look at the CAMERA settings.
First place the camera and target where you want them by LEFT clicking in the little topdown picture of your terrain for CAMERA and RIGHT clicking for TARGET. The target will be changed manually though in a moment for skyboxes. Basically you want the camera near the middle so left click in the middle of the little terrain window.

Now set the ZOOM / MAGNIFICATION in CAMERA SETTINGS to 1. It defaults to 1.414 which will cause the images not to line up correctly.

GO TO WORLD FILE TO SAVE WORLD

Now, for the skybox,

SET PITCH = 0, HEAD = 0
PRESS RENDER IMAGE then save the image as QUAKE3/BASEQ3/ENV/YOURMAPNAME/yourmapnamesky_ft.jpg
SET PITCH = 0, HEAD = 90
PRESS RENDER IMAGE then save the image as QUAKE3/BASEQ3/ENV/YOURMAPNAME/yourmapnamesky_lf.jpg
SET PITCH = 0, HEAD = 180
PRESS RENDER IMAGE then save the image as QUAKE3/BASEQ3/ENV/YOURMAPNAME/yourmapnamesky_bk.jpg
SET PITCH = 0, HEAD = 270
PRESS RENDER IMAGE then save the image as QUAKE3/BASEQ3/ENV/YOURMAPNAME/yourmapnamesky_rt.jpg
SET PITCH = -90, HEAD = 270
PRESS RENDER IMAGE then save the image as QUAKE3/BASEQ3/ENV/YOURMAPNAME/yourmapnamesky_dn.jpg
SET PITCH = 90, HEAD = 270
PRESS RENDER IMAGE then save the image as QUAKE3/BASEQ3/ENV/YOURMAPNAME/yourmapnamesky_up.jpg

NOTE: You may have to rotate the up and dn images in a paint package depending on the HEAD angle you use when you rendered them.
*****************************************

Now in your .shader file add the lines

textures/yourmapname/yourmapname_skybox
{
qer_editorimage textures/yourmapname/yourmapnamesky1
//This line above refers to a blue square texture I made to apply the shader to map NOTE: The colour of this
//texture affects the light colour, most notable in shaded parts of the map.

surfaceparm noimpact
surfaceparm nolightmap
surfaceparm sky
q3map_sun .5 .37 .19 70 170 33
q3map_surfacelight 80

skyparms env/yourmapname/yourmapnamesky - -

}


Don't forget to take the corresponding sky angles from terragen to place in the q3map_sun parameter.

THAT'S IT !

HOPE THIS HELPS.

Lloyd M

[This message has been edited by Lloyd M (edited 03-15-2000).]

[This message has been edited by Lloyd M (edited 06-24-2000).]

[This message has been edited by Lloyd M (edited 07-09-2000).]

[This message has been edited by Lloyd M : 04-15-2001.]

crackerjak
UnRegistered
posted 03-14-2000 03:32 PM          
awesome.

thanks for the tut. it should come in handy. im doing my first render right now, and going to do another afterwards and check the seaming in the game. one problem i had with my original sky box was that the seams between the images werent correct so it looked like i was in a box, not a nice 360º panorama. i hope this fixes it. i'll let you know how it comes out
thanks again

------------------
Crackerjak's Map Shack


crackerjak
UnRegistered
posted 03-14-2000 04:32 PM          
ok, so ive done my renders of two adjacent panels. They've come out well, and work fine in the game except the lighting in the two renders are different so it still looks like it has a seam in it. They line up fine landscape wise, but i just cant have that seam

heres an illustration to the prob:

any help would be much appreciated


------------------
Crackerjak's Map Shack

[This message has been edited by crackerjak (edited 03-14-2000).]

Johnny Law
True Nightmare

Posts: 3883
Registered: Nov 1999

posted 03-14-2000 04:34 PM     Click Here to See the Profile for Johnny Law Visit Johnny Law's Homepage!    
Here's a hint about skyboxes that I picked up from Harlequin in a different thread.

Render your skyboxes in the correct dimensions to begin with. Don't resize them afterward.

Even then, you will still see a little bit of seaming, but it won't be as bad.
http://www.quake3world.com/ubb/Forum6/HTML/003011.html




X3n0
UnRegistered
posted 03-14-2000 04:43 PM          
Crackerjak,
Looks like the clouds dont match up either. Are you positive those frames are adjacent?

------------------
quake.ewpd.net
webmaster@ewpd.net


crackerjak
UnRegistered
posted 03-14-2000 04:53 PM          
yeah im almost positive, and thats what gets me.
one is taken at a 0º Head and one at a 90º head, so they must be adjacent .. hmmm

------------------
Crackerjak's Map Shack


Johnny Law
True Nightmare

Posts: 3883
Registered: Nov 1999

posted 03-14-2000 05:15 PM     Click Here to See the Profile for Johnny Law Visit Johnny Law's Homepage!    
If the clouds are randomly re-generated for each render... that would be Bad.


crackerjak
UnRegistered
posted 03-14-2000 05:19 PM          
i dont think they are regenerated for every render because you specify a cloud cover and come up with a surface map like for terrain . still dont know the answer but im working on it ...

------------------
Crackerjak's Map Shack


Majanto
UnRegistered
posted 03-14-2000 07:28 PM          
Since I'm brand spankin' new to skyboxes ....I lost you in 2 places:
1 - pitch=0,head=0 & pitch=0,head=270 are both saved to ....YOURMAPNAME/yourmapnamesky_ft.jpg
2 - Not sure what "Don't forget to take the corresponding sky angles from terragen to place in the q3map_sun parameter" means. Did I lose you somewhere?


Majanto


Bill Brooks
The Illuminated

Posts: 1251
Registered: Jan 2000

posted 03-14-2000 10:51 PM     Click Here to See the Profile for Bill Brooks Visit Bill Brooks's Homepage!   Click Here to Email Bill Brooks 
Dam nice tut this just saved me several days if not weeks to figure out how to do this since I just downloaded Terregen a week ago.

Thanks again

------------------


Lloyd M
World Builder

Posts: 1156
Registered: Dec 1999

posted 03-15-2000 02:21 AM     Click Here to See the Profile for Lloyd M    Click Here to Email Lloyd M 
Majanto - thanks that first bit is an error it's supposed to be lf not ft I'll edit it.
Secondly, in the sun parameters in Terragen you can specify the elevation direction of the sun by moving the red lines in the LIGHTING CONDITIONS window. Just use these values when writing the shader for Quake3 so that the light in your level looks like it's coming from the sun in your skybox.

Crackerjak - Try to do your whole skybox in one go unless you save each bit (sun angle, clouds etc) to avoid the problem you have. The clouds aren't generated for each render, neither is the light. You set them before rendering. As I say though, I always render all the angles before quitting the program. ALSO AVOID SCREENSAVERS DURING RENDERING at least in WIN98. Sometimes this can crash a render and you will have to exit terragen and risk restarting.

By the way NICE SCENE, Crackerjak

Lloyd M

claudec
The Afflicted

Posts: 966
Registered: Nov 1999

posted 03-15-2000 01:02 PM     Click Here to See the Profile for claudec Visit claudec's Homepage!   Click Here to Email claudec 
Nice tut it looks like a non graphic artist type like me could even use Terragen Maybe I will give it a try.

I have put this thread in my bookmarks of tutorials to be put in "The Tutorial Index" I think it would be great if we could get this thing on a website If someone doesn't beat me to the punch I will take it and make a webpage out iof it and stick it up at my site (with your permission of course).

------------------
Butt Railer

Rail ass on your opponent. Three small 1 on 1 tournament levels, designed in the fashion of classic RA levels.

claudec's Lair of Quake III Arena Levels http://www.claudec.com/lair_of_quake_levels/

[This message has been edited by claudec (edited 03-15-2000).]

claudec
The Afflicted

Posts: 966
Registered: Nov 1999

posted 03-15-2000 01:06 PM     Click Here to See the Profile for claudec Visit claudec's Homepage!   Click Here to Email claudec 
WIth the next game engine, I hope they let us having animations on the sky. That way you could have things moving like airplanes, or people walking around if its a city background, and your eye could actually blink once and a while That would be soooooooo cool

------------------
Butt Railer

Rail ass on your opponent. Three small 1 on 1 tournament levels, designed in the fashion of classic RA levels.

claudec's Lair of Quake III Arena Levels http://www.claudec.com/lair_of_quake_levels/

Lloyd M
World Builder

Posts: 1156
Registered: Dec 1999

posted 03-15-2000 01:13 PM     Click Here to See the Profile for Lloyd M    Click Here to Email Lloyd M 
claudec - you are welcome to post the tutorial on your site
I'm glad you guy's found it useful. It's actually quite easy to get really cool landscapes with minimum effort

Lloyd M

eddiewalker
UnRegistered
posted 03-22-2000 07:18 AM          
textures/ewcastle/ewcastle_skybox
{
qer_editorimage textures/ewcastle/ewcastle1
//This line above is of a blue square texture I made to apply the shader to map
surfaceparm noimpact
surfaceparm nolightmap
surfaceparm sky
q3map_sun .5 .37 .19 70 -50 25
q3map_surfacelight 80
skyparms env/ewcastle/ewcastlesky - -

}

When I put this shader into my scripts directory it made my quake 3 freeze before the id logo with a white screen. Any idea why. I put all of the stuff just like in the tut. I saved my sky as tga and then i tried jpeg both had the same effect. My yellow place holder shows up in q3rad just fine.

------------------
ctf4 rules


Lloyd M
World Builder

Posts: 1156
Registered: Dec 1999

posted 03-22-2000 10:14 AM     Click Here to See the Profile for Lloyd M    Click Here to Email Lloyd M 
quote:
Originally posted by eddiewalker:

q3map_sun .5 .37 .19 70 -50 25

You have a negative "degrees" value in q3map_sun try a positive value e.g. q3map_sun .5 .37 .19 70 50 25

BTW the crashing at the white screen may have nothing to do with the sky, I've heard many mappers on the forum say they are having similar problems - something to do with display drivers I think. Try with an id sky to check.
Hope this helps.

Lloyd M


Gangsta Poodle
The Illuminated

Posts: 1282
Registered: Apr 2000

posted 06-25-2000 06:27 PM     Click Here to See the Profile for Gangsta Poodle Visit Gangsta Poodle's Homepage!   Click Here to Email Gangsta Poodle UIN: 36566900UIN: 36566900 
Great tutorial!!

Thanks.

------------------
Profesional mapper for Bid for Power ( http://www.bidforpower.com and the designer of Pepper City
ICQ: 36566900
E-mail: gangstapoodle@hotmail.com

-Gangsta Poodle

Blue Calx
The Afflicted

Posts: 643
Registered: Dec 1999

posted 06-25-2000 10:14 PM     Click Here to See the Profile for Blue Calx Visit Blue Calx's Homepage!    
Um the syntax for q3map_sun is still vague.

It has six parameters, none of which are gone into detail neither in any of these posts nor the Q3R manual.

q3map_sun a b c x y z

What do a, b, c, x, y, and z each represent? I only have the altitude of the sun and the heading (alt = 20.308, heading = -7.352) of the sun, where do I put those values and what values are supposed to go in the other 4 parameters?


fatmanfat
naturally big-boned

Posts: 1273
Registered: Apr 2000

posted 06-26-2000 02:20 AM     Click Here to See the Profile for fatmanfat Visit fatmanfat's Homepage!   Click Here to Email fatmanfat 
Blue Calx,

You need the shader manual, available from the quake3world downloads section.

the syntax is as follows

q3map_sun (red) (green) (blue) (intensity) (degrees) (elevation)

where the first three are the normalized rgb values.

intensity: 100 is a "fairly bright sun"

For full info get the shader manual.

-fatmanfat-

(edited because my angled brackets were mistaken for html stuff and rendered the entire post meaningless :?)

------------------
Sanctus

nebulosity


Damn Geocities - you'll have to r-click and Save Target As... to get this

[This message has been edited by fatmanfat (edited 06-26-2000).]

Lloyd M
World Builder

Posts: 1156
Registered: Dec 1999

posted 06-26-2000 03:12 AM     Click Here to See the Profile for Lloyd M    Click Here to Email Lloyd M 
Blue Calx, this is how q3map_sun is set out as described in the sky.shader ->


// 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

Lloyd M

[This message has been edited by Lloyd M (edited 06-26-2000).]

Rick KOOL
UnRegistered
posted 06-27-2000 01:11 PM          
crackerjack: I had the same problem. it seems that quake3 doesn't know its left from right. Rename your _lf image to _rt and your _rt image to _lf. Worked great for me!


Gangsta Poodle
The Illuminated

Posts: 1282
Registered: Apr 2000

posted 09-21-2000 05:25 PM     Click Here to See the Profile for Gangsta Poodle Visit Gangsta Poodle's Homepage!   Click Here to Email Gangsta Poodle UIN: 36566900UIN: 36566900 
Top


Maleficus
Insane Quaker

Posts: 400
Registered: Mar 2000

posted 09-21-2000 05:38 PM     Click Here to See the Profile for Maleficus Visit Maleficus's Homepage!   Click Here to Email Maleficus 
Damn! That is one fine tutorial there!



trauma
UnRegistered
posted 09-21-2000 05:38 PM          
Nice job pulling this one out of the archives Gangsta Poodle - and excellent tut Lloyd, if you drop in to see this.

Can you say "save as... web archive, single file"?

------------------
Map won't load? Type /sv_pure 0 in the console first.
All other questions answered here


Commander Keen
The Afflicted

Posts: 832
Registered: Nov 1999

posted 09-22-2000 10:41 AM     Click Here to See the Profile for Commander Keen Visit Commander Keen's Homepage!    
cool thanks Lloyd once again youda man!

------------------
Commander Keen


Lloyd M
World Builder

Posts: 1156
Registered: Dec 1999

posted 09-22-2000 10:57 AM     Click Here to See the Profile for Lloyd M    Click Here to Email Lloyd M 
You're welcome

Lloyd M

mkelly
UnRegistered
posted 09-22-2000 11:29 AM          
=GET TO THE TOP=

I've had this page in my favorites for ages, never used it yet but some day it might come in handy.

For anyone into making the own skyboxes this is a great place to start.



Q_ShtiK
Rookie

Posts: 31
Registered: Sep 2000

posted 09-22-2000 12:16 PM     Click Here to See the Profile for Q_ShtiK Visit Q_ShtiK's Homepage!    UIN: 78496168UIN: 78496168 
Yep...this tutorial just plain rocks!
Thanx Lloyd M.

------------------
Without question, the greatest invention in the history of mankind is
beer. Oh, I grant you that the wheel was also a fine invention, but the
wheel does not go nearly as well with pizza.


Cyberhazard
Insane Quaker

Posts: 366
Registered: Dec 1999

posted 10-14-2000 09:00 PM     Click Here to See the Profile for Cyberhazard    Click Here to Email Cyberhazard 
Just made my first skybox. It came out quite well. This is too easy, just takes time.

Thanks Lloyd M.

------------------
DON'T PANIC


Hrewty
This Icon Owns

Posts: 4362
Registered: Feb 2000

posted 10-16-2000 12:20 AM     Click Here to See the Profile for Hrewty Visit Hrewty's Homepage!   Click Here to Email Hrewty UIN: 666UIN: 666 
Thanks for the tutorial,Mr.Lloydster!


Lloyd M
World Builder

Posts: 1156
Registered: Dec 1999

posted 10-16-2000 10:35 AM     Click Here to See the Profile for Lloyd M    Click Here to Email Lloyd M 
No problem Currently working on the cliff tutorial.

Lloyd M

Natestah
UnRegistered
posted 11-24-2000 11:55 PM          
thanks for the tutorial. Terragen r0x

------------------
http://www.natestah.com


crazyFoo
UnRegistered
posted 01-25-2001 11:54 AM          
at the shader file part u say " add this to your shader file "
Can some 1 help me on the whole part of the shader !


psx-dude
Grunt

Posts: 54
Registered: Nov 1999

posted 01-26-2001 04:47 PM     Click Here to See the Profile for psx-dude Visit psx-dude's Homepage!   Click Here to Email psx-dude UIN: 2968987UIN: 2968987 
i see a seam where the textures meet.

------------------
My Website


psx-dude
Grunt

Posts: 54
Registered: Nov 1999

posted 01-26-2001 06:09 PM     Click Here to See the Profile for psx-dude Visit psx-dude's Homepage!   Click Here to Email psx-dude UIN: 2968987UIN: 2968987 
example:
http://vulcan.spaceports.com/~psxnet/skybox1.gif


------------------
My Website

[This message has been edited by psx-dude (edited 01-26-2001).]

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