Creating a Skybox using a JKA Map
Szico VII
- Title: Creating a Skybox using a JKA Map
- Subject: How to turn a 3D scene created in Radiant for Jedi Academy into a Q3 skybox using a little script trickery.
- Written by: Szico VII
- Tutorial written for: JK3
- Similar concept work like in: N/A
- Difficulty level: 03/10
- Expected time to complete for first attempt: 5-10 minutes
- Prerequisites: JA SDK and BehavED installed, knowledge of map creation and compiling, ideally a monitor that supports resolutions of 1024x1024 or greater.
Getting started:
First off copy the code below into a txt file and save it into base/scripts.
//Generated by BehavEd rem ( "Skybox Screenshot Script" ); camera ( /*@CAMERA_COMMANDS*/ ENABLE ); camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "cam1", ORIGIN)$, 0 ); rem ( "===========================" ); rem ( "sky_rt" ); camera ( /*@CAMERA_COMMANDS*/ PAN, < 0.000 0.000 0.000 >, < 0.000 0.000 0.000 >, 0 ); affect ( "player", /*@AFFECT_TYPE*/ FLUSH ) { sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/chars/r2d2/misc/r2d2talk03.mp3" ); } wait ( 4000.000 ); rem ( "===========================" ); rem ( "sky_bk" ); camera ( /*@CAMERA_COMMANDS*/ PAN, < 0.000 90.000 0.000 >, < 0.000 0.000 0.000 >, 0 ); affect ( "player", /*@AFFECT_TYPE*/ FLUSH ) { sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/chars/r2d2/misc/r2d2talk03.mp3" ); } wait ( 4000.000 ); rem ( "===========================" ); rem ( "sky_lf" ); camera ( /*@CAMERA_COMMANDS*/ PAN, < 0.000 180.000 0.000 >, < 0.000 0.000 0.000 >, 0 ); affect ( "player", /*@AFFECT_TYPE*/ FLUSH ) { sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/chars/r2d2/misc/r2d2talk03.mp3" ); } wait ( 4000.000 ); rem ( "===========================" ); rem ( "sky_ft" ); camera ( /*@CAMERA_COMMANDS*/ PAN, < 0.000 270.000 0.000 >, < 0.000 0.000 0.000 >, 0 ); affect ( "player", /*@AFFECT_TYPE*/ FLUSH ) { sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/chars/r2d2/misc/r2d2talk03.mp3" ); } wait ( 4000.000 ); rem ( "===========================" ); rem ( "sky_dn" ); camera ( /*@CAMERA_COMMANDS*/ PAN, < 90.000 0.000 0.000 >, < 0.000 0.000 0.000 >, 0 ); affect ( "player", /*@AFFECT_TYPE*/ FLUSH ) { sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/chars/r2d2/misc/r2d2talk03.mp3" ); } wait ( 4000.000 ); rem ( "===========================" ); rem ( "sky_up" ); camera ( /*@CAMERA_COMMANDS*/ PAN, < -90.000 0.000 0.000 >, < 0.000 0.000 0.000 >, 0 ); affect ( "player", /*@AFFECT_TYPE*/ FLUSH ) { sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/chars/r2d2/misc/r2d2talk03.mp3" ); } wait ( 4000.000 ); camera ( /*@CAMERA_COMMANDS*/ DISABLE );
Then open it up in BehavED and compile it into an IBI file.
Then, you must make a ref_tag in your map where you wish the "camera" to take pictures from, and have a spawn point trigger link to a target_scriptrunner which activates this script.
Give the ref_tag a targetname "cam1"
COMPILE THE MAP (Duh.)
Load up Jedi Academy SINGLE-PLAYER mode.
Open the console and (depending on your maximum screen resolution) set a custom resolution of 1024x1024 or 2048x2048 using the following commands:
r_mode -1
r_customheight 1024
r_customwidth 1024
vid_restart
(You can also try cg_fov to get different results)
NB: You could use values in-between, say 1600x1600 pixels, just be aware you'd have to re-size them afterward to 1024 or 2048 pixels.
Now run your map using the /devmap mymapname command.
It will boot into a cutscene - Your job is to take a screenshot (bind it to a number key, say "2") every time the view changes, without allowing the 'screenshot xxx taken' message to ruin your lovely pictures.
The script will show you 6 views from the point you placed your ref-tag, which you can then use as your 6 skybox images. It will make a beep noise as it changes view, and it changes every ~4seconds.
Now rename the screenshots to skybox_bk, ft, lf, rt, up and dn as appropriate.
VOILA.
Examples:
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