Spirit Posted October 15, 2016 Share Posted October 15, 2016 TL;DR How can I put a ring of fog inside my skybox that hides the otherwise very much visible edges of the animated cloud layer? So, I made a skybox, and I want a cloud layer in it. I loaded up Yavin2 (I want a similar skybox to that map's) and looked at the way the skybox is made. It seemed like the cloud layer was a brush, so I made it that way. I had some problems with it causing HOM effect, but I figured out that making the cloud brush a detail brush fixes that. However, the edge of the cloud layer is very clearly defined, at the walls of the skybox. On Yavin2 it's fixed by what appears to be a ring of fog, a tube with some sort of foggy texture that hides the upper edges of the skybox, and with it, creates a smooth transition for the cloud layer. So I tried that, I made a tube, and tried all sorts of fog textures on it, however, none of them appears in the game. Which texture should I use? Am I even trying to do this the right way? Google doesn't help. Link to comment
Lazarus Posted October 16, 2016 Share Posted October 16, 2016 A brush is kind of the wrong way, better use a layered texture in it with a tcMod scroll function. The best way to achieve that is looking at the `hevil` sky textures/skies/hevil { q3map_lightimage textures/colors/white qer_editorimage textures/skies/sky q3map_surfacelight 800 q3map_lightsubdivide 512 sun 1 1 1 400 300 50 surfaceparm sky surfaceparm noimpact surfaceparm nomarks notc q3map_nolightmap skyParms textures/skies/hevil 128 - { map textures/skies/cloudlayer2 blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA tcMod scroll 0 0.00225 tcMod scale 4 4 } } And the cloud layer textures/skies/cloudlayer2 { surfaceparm noimpact surfaceparm nomarks notc q3map_nolightmap { map textures/skies/cloudlayer2 blendFunc GL_DST_ALPHA GL_SRC_COLOR tcMod scroll 0.005 0 } { map textures/skies/cloudlayer3 blendFunc GL_SRC_ALPHA GL_SRC_COLOR tcMod scroll 0.01 0 } } Link to comment
Spirit Posted October 16, 2016 Author Share Posted October 16, 2016 A brush is kind of the wrong way, better use a layered texture in it with a tcMod scroll function. The best way to achieve that is looking at the `hevil` sky textures/skies/hevil { q3map_lightimage textures/colors/white qer_editorimage textures/skies/sky q3map_surfacelight 800 q3map_lightsubdivide 512 sun 1 1 1 400 300 50 surfaceparm sky surfaceparm noimpact surfaceparm nomarks notc q3map_nolightmap skyParms textures/skies/hevil 128 - { map textures/skies/cloudlayer2 blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA tcMod scroll 0 0.00225 tcMod scale 4 4 } } And the cloud layer textures/skies/cloudlayer2 { surfaceparm noimpact surfaceparm nomarks notc q3map_nolightmap { map textures/skies/cloudlayer2 blendFunc GL_DST_ALPHA GL_SRC_COLOR tcMod scroll 0.005 0 } { map textures/skies/cloudlayer3 blendFunc GL_SRC_ALPHA GL_SRC_COLOR tcMod scroll 0.01 0 } } Using a layered texture is not good for me, for multiple reasons. All I want is the texture used in Yavin2's skybox, the texture on the vertical tube of fog that hides the edges of the skybox from the player. I tried finding it, but none of the fog textures seem to work so it must be something else. I thought that people with more mapping experience would know it. Link to comment
Solution kwenga Posted October 16, 2016 Solution Share Posted October 16, 2016 textures/common/gradient2 Smoo likes this Link to comment
Spirit Posted October 17, 2016 Author Share Posted October 17, 2016 textures/common/gradient2 Thanks! Link to comment
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now