Sky Shader

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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CLOUDspawn
Posts: 46
Joined: Fri Feb 12, 2016 3:03 am

Sky Shader

Post by CLOUDspawn »

Hello,
I was attempting to make a custom sky shader. But its 6 parts; back, front, etc. Is there a tip or a technique you guys use to match up the 6 parts of the sky shader? I was having trouble. thanks.
Last edited by AEon on Tue Apr 12, 2016 6:02 am, edited 1 time in total.
Reason: Lower-cased the title. Avoid using all caps!
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Hipshot
Posts: 1547
Joined: Sun Jan 20, 2002 8:00 am

Re: SKY SHADER

Post by Hipshot »

What exactly do you mean match up? Can we see what shader you use?
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
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Eraser
Posts: 19174
Joined: Fri Dec 01, 2000 8:00 am

Re: SKY SHADER

Post by Eraser »

I think he means a skybox.
He probably wants to know how to align the 6 images required for a skybox.
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Hipshot
Posts: 1547
Joined: Sun Jan 20, 2002 8:00 am

Re: SKY SHADER

Post by Hipshot »

Yes, wasn't sure, it's a bit confusing =)

Anyway, CLOUDspawn, what textures are you using then? did you create your own skybox?
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
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