MusicForThePiano Posted March 19, 2017 Posted March 19, 2017 http://jk2ffa.freeforums.org/animated-sky-t351.html Just found this as I was looking for an asteroid field skybox and this guy made one that moves! For JK2 too wow. Anybody have any idea how to get these to work in JA? Also does anyone know where I can find an asteroid field skybox? I'm using it in my remaster of JK3 SP. Smoo, Cerez and AngelModder like this
Asgarath83 Posted March 19, 2017 Posted March 19, 2017 http://jk2ffa.freeforums.org/animated-sky-t351.html Just found this as I was looking for an asteroid field skybox and this guy made one that moves! For JK2 too wow. Anybody have any idea how to get these to work in JA? Also does anyone know where I can find an asteroid field skybox? I'm using it in my remaster of JK3 SP.mmm for what i see open on NOTEPAD the SHADER file of one of that, the skybox is not formed by six texture like default skyboxesbut by simple 2 texture, the shader file has two shader field (they merge into a unique shader, but they are two different texture separated) in these field, there is the tcmod scroll parm. so basically is pretty simple. D:all you need is an opaque texture immage for the sky and a raster transparent texture for the first layer (maybe a png raster with alpha channel and asteroids on the rasters). you get a tcmod scroll shader of asteroid and they will move on the starfield. textures/skies/bespin { qer_editorimage textures/skies/sky.tga surfaceparm sky surfaceparm noimpact surfaceparm nomarks notc q3map_nolightmap skyParms textures/skies/bespin 6000 - { map textures/AnimatedSky/skystars14 tcMod scroll 0.012 0.015 } { map textures/AnimatedSky/skystars8 blendFunc GL_ONE GL_ONE tcMod scroll -0.015 -0.025 } } Cerez, AngelModder, Smoo and 1 other like this
RAILBACK Posted March 27, 2017 Posted March 27, 2017 Love the moving clouds. Great for any planet level. Moving stars? NO. Thats wrong. General Howard likes this
Asgarath83 Posted March 27, 2017 Posted March 27, 2017 Love the moving clouds. Great for any planet level. Moving stars? NO. Thats wrong.Should be nice for a map inside star trek enterprise in warp 5 mode. AngelModder, General Howard, RAILBACK and 1 other like this
AngelModder Posted March 27, 2017 Posted March 27, 2017 Do note you don't want any more then 3 moving layers. After that it can crash and cause other problems. Cerez likes this
MusicForThePiano Posted March 27, 2017 Author Posted March 27, 2017 Could anyone show some code how to do an example for JA? like in the t2_wedge level this would be very fitting
minilogoguy18 Posted March 27, 2017 Posted March 27, 2017 I'll just leave this here... Someone should get a hold of that guy. Smoo, Cerez and Asgarath83 like this
Asgarath83 Posted March 28, 2017 Posted March 28, 2017 I'll just leave this here... Someone should get a hold of that guy.WOW! MAGIC!!!! pls someone write a tutorial about that D: Smoo and Cerez like this
Ramikad Posted March 28, 2017 Posted March 28, 2017 WOW! MAGIC!!!! pls someone write a tutorial about that D: If I had to guess: - the static clouds are either flare-like textures, or effects; - the moving clouds seem to be cloud textures scrolling (tcMod scroll) on a curved patch; - realistically, the sun and the satellites seem to also be made of scrolling textures on patches. If that's not the case, they might be static textures on a func_rotating, perhaps mixed with a misc_skyportal; - I can't exactly figure out how, but the sky seems to be a mixture of a static night texture, a dawn / dusk shader which seems to show up twice per "day", and a day sky which covers the night sky, all of them properly timed to show up at specific phases (perhaps with an alphaGen wave w x y z shader?). I can't say if it's an actual skybox or rather patches in combination with a misc_skyportal. If I had to do it I'd probably choose the night sky as the skybox and the day sky as a dome-like patch. The real problem with such a day-night cycle is that the lighting is completely unaffected. It's less visible in this case because the facility is already artificially well lit, so you'd expect it to still be bright at night time as well. Rend2 would probably eliminate the problem, since it has a console command to activate a dynamic sun light which rotates, effectively creating the day and night lighting needed. Cerez, Asgarath83 and Noodle like this
Noodle Posted March 28, 2017 Posted March 28, 2017 WOW! MAGIC!!!! pls someone write a tutorial about that D: That video blew my mind, so I had to do some digging to see if I could find more. Turns out the person who did that map used to post here and had a website where he posted some info about his WIP. http://www.afl-clan.com/forum/viewtopic.php?f=30&t=5248 There he explains how he accomplishes some of the stuff we can see. Asgarath83, Ramikad and Cerez like this
Ramikad Posted March 28, 2017 Posted March 28, 2017 That video blew my mind, so I had to do some digging to see if I could find more. Turns out the person who did that map used to post here and had a website where he posted some info about his WIP. http://www.afl-clan.com/forum/viewtopic.php?f=30&t=5248 There he explains how he accomplishes some of the stuff we can see. Looks like I wasn't too far off from the solution Cerez likes this
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