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Animated skybox from JO to JA


Go to solution Solved by mrwonko,

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Posted

Greetings

While surfing JKHUB i found a link for these beauty animated skyboxes: https://www.tapatalk.com/groups/jk2ffa/animated-sky-t351.html. The only problem that it was made for Jedi Outcast and simple "drag&drop in base folder" solution is not working. So I have a question and hopefully could get some help here: is it possible to port this into Jedi Academy game? 

Not really into coding and so on, but I suppose that it could be done via changing original .shader file of skyboxes. So in case I'm right I'll leave a code for this .shader lower:

 

textures/skies/bespin
{
	qer_editorimage	textures/skies/sky.tga
	surfaceparm	sky
	surfaceparm	noimpact
	surfaceparm	nomarks
	notc
	q3map_nolightmap
	skyParms	textures/skies/bespin 5000 -
	{
		map textures/AnimatedSky/skystars11
    		tcMod scroll 0.01 0.025
	}
	{
		map textures/AnimatedSky/skystars8
		blendFunc GL_ONE GL_ONE
    		tcMod scroll 0.019 0.033
	}

}

 

Posted

That looks like it was built as a replacement for the Bespin sky. I don't think the Bespin sky is included in Jedi Academy.

What are you trying to achieve? Do you want to replace an existing sky? Or use this as a new sky for use in your own map?

Either way, you'll have to change the "textures/skies/bespin" parts. The top one is the name of the shader, as referenced in maps. The one in the "skyParms" is theoretically the path to the textures that make up the sky, though in this case the later "map textures/AnimatedSky/skystars11" puts another image on top of that, so that should not matter.

Posted

That map uses the shader textures/mp/s_bespin (defined in mp2.shader), you need to change the first line of your shader to that (but keep the "skyParms" as they are).

Posted

@mrwonko

If I got you right and I should have replace the line

textures/skies/bespin

for

textures/mp/s_bespin 

then sadly it's not working and I'm just seeing default Bespin sky in game

 

Posted

The order in which shaders are loaded (and thus override each other) is somewhat unusual, I don't really understand it, but if your pk3 currently comes after assets1 (alphabetically), try changing its name so it comes before, or vice-versa.

Posted
14 hours ago, mrwonko said:

The order in which shaders are loaded (and thus override each other) is somewhat unusual, I don't really understand it, but if your pk3 currently comes after assets1 (alphabetically), try changing its name so it comes before, or vice-versa.

As far as I know the game loads all shader files from all pk3s, and then sorts them alphabetically.

So the pk3 name should not matter at all, just the .shader filename.

  • Solution
Posted

I experimented a little, and the name of the .shader file appears to be irrelevant. What helped was renaming the pk3 to come alphabetically before assets, e.g. aaa_animated_sky.pk3. I think for shaders, pk3 load order is reversed from what it usually is.

AshuraDX and Srethem like this
Posted
11 minutes ago, mrwonko said:

I experimented a little, and the name of the .shader file appears to be irrelevant. What helped was renaming the pk3 to come alphabetically before assets, e.g. aaa_animated_sky.pk3. I think for shaders, pk3 load order is reversed from what it usually is.

Renaming pk3 with "aaa_" prefix actually hepled, big thanks my man!

Posted
4 hours ago, mrwonko said:

I experimented a little, and the name of the .shader file appears to be irrelevant. What helped was renaming the pk3 to come alphabetically before assets, e.g. aaa_animated_sky.pk3. I think for shaders, pk3 load order is reversed from what it usually is.

That is very bizarre behaviour o.O

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