Srethem Posted October 4, 2022 Posted October 4, 2022 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 } }
mrwonko Posted October 4, 2022 Posted October 4, 2022 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.
Srethem Posted October 4, 2022 Author Posted October 4, 2022 @mrwonko I want to replace an existing sky for Bespin map (mp/duel1)
mrwonko Posted October 5, 2022 Posted October 5, 2022 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).
Srethem Posted October 5, 2022 Author Posted October 5, 2022 @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
mrwonko Posted October 5, 2022 Posted October 5, 2022 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.
Srethem Posted October 6, 2022 Author Posted October 6, 2022 @mrwonko Well I tried two versions: zAnimatedSky.pk3 (original pk3 name tho) and __AnimatedSky.pk3 but still nothing happens
mrwonko Posted October 6, 2022 Posted October 6, 2022 Share your modified pk3 and I can take a look later.
Srethem Posted October 6, 2022 Author Posted October 6, 2022 @mrwonko https://mega.nz/file/EvRzDDSK#Hz-OIBJuSMtO3XNb8BDntVjTmmJKEL1JFCIp6gvmd1o
AshuraDX Posted October 6, 2022 Posted October 6, 2022 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 mrwonko Posted October 6, 2022 Solution Posted October 6, 2022 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. Srethem and AshuraDX like this
Srethem Posted October 6, 2022 Author Posted October 6, 2022 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!
AshuraDX Posted October 6, 2022 Posted October 6, 2022 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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