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5 new Hi-Res Skyboxes by Hipshot

Posted: Sat Aug 27, 2005 5:22 pm
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: Select all

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/textu ... _small.jpg[/lvlshot]
http://www.zfight.com/misc/images/textu ... _large.jpg

[lvlshot]http://www.zfight.com/misc/images/textu ... _small.jpg[/lvlshot]
http://www.zfight.com/misc/images/textu ... _large.jpg

[lvlshot]http://www.zfight.com/misc/images/textu ... _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/textu ... _small.jpg[/lvlshot]
http://www.zfight.com/misc/images/textu ... _large.jpg

For all our Unreal needs ;)
[lvlshot]http://www.zfight.com/misc/images/textu ... _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.

Posted: Sat Aug 27, 2005 6:09 pm
by seremtan
these look rock'n'roll hipshot. think i'll snag the first 3 and use them for source skies.

Posted: Sat Aug 27, 2005 6:28 pm
by Pext
sex in a can :icon14:

Posted: Sat Aug 27, 2005 8:34 pm
by Lukin
Nice, can we downsize it to standard 512x512?

Posted: Sat Aug 27, 2005 8:40 pm
by Hipshot
No!! Nevah!!111thirtyseven




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

Posted: Sat Aug 27, 2005 9:05 pm
by Hipshot
Added another.

Posted: Sat Aug 27, 2005 11:23 pm
by seremtan
i made the grimm sky one into my desktop with a few adjustments. looks ace

Re: 5 Skies. (Æ check here)

Posted: Sat Aug 27, 2005 11:25 pm
by seremtan
Hipshot wrote:

Code: Select all

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?

Posted: Sat Aug 27, 2005 11:31 pm
by Hipshot
You don't need that in a sky...

Posted: Sun Aug 28, 2005 12:30 am
by obsidian
Nice work Hipshot!

surfaceparm noimpact implies nomarks.

Posted: Sun Aug 28, 2005 8:07 am
by Lukin
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.

Posted: Sun Aug 28, 2005 9:17 am
by Scourge
Just awesome of course. :icon14:

Posted: Sun Aug 28, 2005 9:21 am
by voodoochopstiks
Lukin: I think he uses photoshop and little bit of terragen. Alot of the stuff on them is taken from photos I think.

Posted: Sun Aug 28, 2005 10:04 am
by AEon
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?

Posted: Sun Aug 28, 2005 10:08 am
by Lukin
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:

Posted: Sun Aug 28, 2005 10:33 am
by Hipshot
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.

Posted: Sun Aug 28, 2005 10:44 am
by AEon
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.
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 :)

Posted: Sun Aug 28, 2005 10:48 am
by Hipshot
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.

Posted: Mon Aug 29, 2005 8:27 am
by AEon
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).

Posted: Mon Aug 29, 2005 8:35 am
by R. Tetzlaff
Excellent work! These are the best skyboxes I´ve seen in a long time. Should work great for Doom3 too.

wowooo

Posted: Mon Aug 29, 2005 1:45 pm
by skinNCNmaster
Very awesome skies there!

Posted: Mon Aug 29, 2005 2:33 pm
by StormShadow
very impressive

Posted: Mon Aug 29, 2005 4:08 pm
by o'dium
Hipshot, can i use one of these in my Q2E tech map by any chance pretty plese?

Posted: Mon Aug 29, 2005 4:12 pm
by Hipshot
Of course, would love to see the map...

Posted: Mon Aug 29, 2005 8:35 pm
by StormShadow
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.