Huge Q3 Maplist of skybox's with lines and nolines

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
obsidian
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Post by obsidian »

v1l3 wrote:-I've got even more maps than this...I can keep going if you guys like..
No, please don't.


To clarify,...
  • Quake 3 is an old game. At the time, texture clamping was done any old way, as long as it worked... and it did for quite some time.
  • New OpenGL specifications introduced new texture clamping methods that inadvertently broke Q3 skyboxes (and in several other old games as well).
  • ATI decided to implement new correct texture clamping methods, nVidia decided to disable it by default and later provided the option to enable it if you wish.
All new games should use new, correct texture clamping. Quake 3, because is an old, out-of-date game, does not.

IIRC, some Q3 engine games actually fixed the skybox issue (ET?).

So the only way to fix the problem is if:
  • id releases a new engine fix patch (unlikely).
  • -skyfix, which is a dirty hack, so don't expect it to work for you all the time.
  • portal sky hack, which gets rid of the seams, but then you have to deal with spherify - texture distortion vs perspective issues mentioned by Shallow and rgoer above.
Pick your lesser of evils and go make me a pretty skybox map.
[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]
CheapAlert
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Post by CheapAlert »

obsidian wrote:All new games should use new, correct texture clamping. Quake 3, because is an old, out-of-date game, does not.

Age isn't the problem. Quake2 had correct skybox texture clamping.

Ioq3 fixes the skybox issue for the radeons i have tried it on (I don't get this issue at all in vanilla on my geforce cards)
Leader and director of the [url=http://cheapy.deathmask.net]OpenArena[/url] project which is a free software version of q3a designed for hobo fagts
Black_Dog
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Post by Black_Dog »

portal sky hack, which gets rid of the seams, but then you have to deal with spherify - texture distortion vs perspective issues mentioned by Shallow and rgoer above.
Angularmap skies (wrapped over a half skydome) do a pretty good job there, and make more effective use of texture space to boot.
v1l3
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Post by v1l3 »

obsidian wrote:
v1l3 wrote:-I've got even more maps than this...I can keep going if you guys like..
No, please don't.
I didn't start this thread to rip on mappers that have made maps that have lines...so you all know => I started it in interest of finding if there was a way to fix them. Some of us don't mind messing with stuff in bored sitting time. I was thinking that some mappers might even feel like fixing them possibly, as I do not believe one of the maps was made with the mappers seeing the lines at all, as something cannot be fixed if their not aware of it existing. The ioQ3 and openarena stuff doesn't fix anything either for me. It's all a map thing mostly.

It's kind of like a...aim the Rocket Launcher at the dam technology makers that move faster than sales. An than their competitors with their computers which don't even match the other computer which screws everything up. I should get a payment plan to get a guy that delivers me a new computer at my desk on the top of every hour on the clock. So I can keep right up with technology.

Someone needs to make ONE machine that controls all. Automatic Updates. Don't have to run back and forth from the store over and over constantly anymore.

And they make a new Quake III Arena Version that is perfect that runs the whole machine. It overtakes the world. Then we all freeze because the world breaks off of course and it bumps into Mars.
Oeloe
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Post by Oeloe »

:shrug:
AEon
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Post by AEon »

Alas the whole problem with custom skyboxes seems to be even worse than I thought.

I had hoped that by following the Q3 Skybug @ Simland tutorial, I could actually fix the textures (had a Photoshop Macro do the work for me). Well the method of cleverly duplicating the pixel lines along the texture edge to make them 3 pixel lines thick (the same pixel lines that is) does not work.

Would have surprised my if it had. Because the pixels should be the *same* on every touching edge, on *both* sides of the textures touching.

Alas at least on my ATi X800 it's a lot worse. I tried to make the "overlap" 10 pixels wide, and even used only *one* color for the thus thickened edges. All a no go. With -skyfix the problem of overlap is a bit less obvious, but you actually see Z-fighting making things even worse. Without -skyfix you have a big fat dark line.

The only time I have *not* seen the skybox lines was with the above mini-texture I use as skybox placeholder.

So the issue seem to be large textures, e.g. 512x512 pixel is not blurry enough to fix the overlap problem. A small texture with 64x64 is so blurred and stretched out that the dark lines seem to be removed.

Hhhrumpf :(

Did not one of the talented folks here construct clever skies with clouds, that looked a bit like the default "hell skies" that did not show seams? Basically I'd only need something in bright blue for AEdm7.
v1l3
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Post by v1l3 »

I've only seen two maps these that didn't have lines, without having to use standard q3a sky. cf by Myth and pjw3dm6.
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Hipshot
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Post by Hipshot »

I must be the luckies man in the world. I would killmyself if I've had those lines. And I most certainly wouldent have made any custom skyboxes.

Carmack, give us (err them) a fix!
v1l3
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Post by v1l3 »

actually hipshot...You're map mrh_dm2 has lines in the skybox also. I just didn't put my floaters list in..since I was asked to stop. Minded...you're map is nice because if you put r_fastsky 1 in, than it still has the sun in the sky...alike estatica and pjw3dm6 does that also. It's a great map...but it has lines. =)
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Hipshot
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Post by Hipshot »

v1l3 wrote:actually hipshot...You're map mrh_dm2 has lines in the skybox also. I just didn't put my floaters list in..since I was asked to stop. Minded...you're map is nice because if you put r_fastsky 1 in, than it still has the sun in the sky...alike estatica and pjw3dm6 does that also. It's a great map...but it has lines. =)

It's not the map that has the lines it's your computer that makes em. When I play the map there's no lines =) The list feels a bit odd in the way that it's very subjective to which graphics you have, what settings the map has been compiled with and so.
Oeloe
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Post by Oeloe »

Hipshot wrote:It's not the map that has the lines it's your computer that makes em. When I play the map there's no lines =) The list feels a bit odd in the way that it's very subjective to which graphics you have, what settings the map has been compiled with and so.
Actually no, they're there regardless of the used hardware. The lines are there, but you just have to look closely and at the right angle and increase cg_fov if you want to see them. They don't pose a problem if you have a nVidia card and conformant texture clamp disabled, but the bug symptoms are there nonetheless.
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roughrider
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Post by roughrider »

v1l3 wrote:I have an ATI card.
ATI cards have this prob alot. I have an ATI (9200) on my other box and without the newest driver for it, I see all kinds of skybox lines. But with the "newer" driver, I do not.
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AEon
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Post by AEon »

That's interesting, I am still using Catalyst 5.11... maybe an update would help, though I doubt it.
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Eraser
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Post by Eraser »

Oeloe wrote:I you'd have just read the post in the beginning... At some point nVidia just started using the OpenGL conformant way of texture clamping. I don't know if they did this after 1.32 was released or before, and whether ATi cards showed the skybox lines from the beginning. Fact is that q3dm10 is the only stock map where you can detect the skybox lines (although it's a starry night sky), so because it's only a real problem with custom maps id probably didn't put effort in fixing the bug.
Well, technically speaking the lines are there in the space maps as well, but you don't see them because the skies are completely black.

The lines are only visible on the skyboxes that use texture clamping. Since none of the moving skies use texture clamping, they don't have this problem.
Oeloe
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Post by Oeloe »

Of course there are no skybox lines in a map without a skybox...
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