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5 new Hi-Res Skyboxes by Hipshot
https://www.quake3world.com/forum/viewtopic.php?f=10&t=9242
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Author:  Hipshot [ 08-27-2005 09:22 AM ]
Post subject:  5 new Hi-Res Skyboxes by Hipshot

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.

Author:  seremtan [ 08-27-2005 10:09 AM ]
Post subject: 

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

Author:  Pext [ 08-27-2005 10:28 AM ]
Post subject: 

sex in a can :icon14:

Author:  Lukin [ 08-27-2005 12:34 PM ]
Post subject: 

Nice, can we downsize it to standard 512x512?

Author:  Hipshot [ 08-27-2005 12:40 PM ]
Post subject: 

No!! Nevah!!111thirtyseven




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

Author:  Hipshot [ 08-27-2005 01:05 PM ]
Post subject: 

Added another.

Author:  seremtan [ 08-27-2005 03:23 PM ]
Post subject: 

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

Author:  seremtan [ 08-27-2005 03:25 PM ]
Post subject:  Re: 5 Skies. (Æ check here)

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?

Author:  Hipshot [ 08-27-2005 03:31 PM ]
Post subject: 

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

Author:  obsidian [ 08-27-2005 04:30 PM ]
Post subject: 

Nice work Hipshot!

surfaceparm noimpact implies nomarks.

Author:  Lukin [ 08-28-2005 12:07 AM ]
Post subject: 

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.

Author:  Scourge [ 08-28-2005 01:17 AM ]
Post subject: 

Just awesome of course. :icon14:

Author:  voodoochopstiks [ 08-28-2005 01:21 AM ]
Post subject: 

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

Author:  AEon [ 08-28-2005 02:04 AM ]
Post subject: 

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?

Author:  Lukin [ 08-28-2005 02:08 AM ]
Post subject: 

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:

Author:  Hipshot [ 08-28-2005 02:33 AM ]
Post subject: 

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.

Author:  AEon [ 08-28-2005 02:44 AM ]
Post subject: 

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 :)

Author:  Hipshot [ 08-28-2005 02:48 AM ]
Post subject: 

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.

Author:  AEon [ 08-29-2005 12:27 AM ]
Post subject: 

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).

Author:  R. Tetzlaff [ 08-29-2005 12:35 AM ]
Post subject: 

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

Author:  skinNCNmaster [ 08-29-2005 05:45 AM ]
Post subject:  wowooo

Very awesome skies there!

Author:  StormShadow [ 08-29-2005 06:33 AM ]
Post subject: 

very impressive

Author:  o'dium [ 08-29-2005 08:08 AM ]
Post subject: 

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

Author:  Hipshot [ 08-29-2005 08:12 AM ]
Post subject: 

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

Author:  StormShadow [ 08-29-2005 12:35 PM ]
Post subject: 

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.

Author:  Lukin [ 08-29-2005 12:42 PM ]
Post subject: 

Decrease fourth value (90) in q3map_sun parm.

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

Author:  obsidian [ 08-29-2005 01:10 PM ]
Post subject: 

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

Author:  StormShadow [ 08-29-2005 01:54 PM ]
Post subject: 

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!

Author:  Hipshot [ 08-29-2005 01:56 PM ]
Post subject: 

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

Author:  StormShadow [ 08-29-2005 02:49 PM ]
Post subject: 

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.

Author:  StormShadow [ 08-29-2005 03:56 PM ]
Post subject: 

Image

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

Author:  Hipshot [ 08-29-2005 11:23 PM ]
Post subject: 

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

Author:  .Chi [ 08-30-2005 12:06 AM ]
Post subject: 

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

Author:  AEon [ 08-30-2005 02:42 AM ]
Post subject: 

obsidian wrote:


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

Author:  saturn [ 08-30-2005 03:36 AM ]
Post subject: 

that's beautiful!

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