So, how do i use custom sky textures in darkplaces? I have what looks like some sky tga files in the "id1/env" folder that look like high resolution sky textures, but they're not being implemented.
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ah that would be why. Those are the 6 sided skies that were used in game like Half-Life.
bk - back
ft - front
lf - left
rt - right
up - top
dn - down
Quake uses a single texture that scrolls and it's spread across the entire sky.
The texture replacements you'll find will actually just look like 2 squares side by side. One side will be the clouds, the other the sky behind them.
And their names (id1 names that is) are sky1 sky2 sky3 sky4
There's no bk,up,dn ect
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Originally posted by PapaSmurf View Postthey were included in rygel's high texture pack. perhaps darkplaces supports six sided sky textures. probably not.
does QRP have sky textures?
QRP has sky textures!
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Papasmurf, are you looking for moving skytextures or skyboxes? I've uploaded two (moving) skies in your other topic. If you place them in ID1/textures they should work. I tested them with Rygel's pack.
Blue sky textures (Base maps) and purple sky textures (other maps) http://www.megaupload.com/?d=NFG3CSHX
Blue sky textures (Base maps) and orange sky textures (other maps) http://www.megaupload.com/?d=U8RP7SK0
EDIT: None of these textures are mine! They are all made thanks to the hard and great work of other people. I don't remember who made them but if anyone knows, please let me know.Last edited by JH24; 07-11-2011, 02:51 AM.
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Hello,
please look inside the "Finished works" subforum.
Due to the masses of released things, also look into pages 2 and 3 and 4.
All you need can be found there.
Start with this one.
Moon[Drunk] is absolutely right.
PapaSmurf, in your example, type into your console:
loadsky sky1
This will load up your STATIC skybox in DarkPlaces.
They must be inside ID1/env !!
For dynamic moving High Res skies (with big Thanks to Moon[Drunk] and LordHavoc for making this possible), the files must be inside ID1/textures, those contain the alpha and solid (lower and upper sky) textures beneath each other in ONE texture.
Some can be found in my link above.
Moon[Drunk] and jeank made amazing ones.
Now many mixtures of them exist in various versions.
Kind regards,
Seven
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^
Thanks for the explanation, Seven. I learned something new, I didn't know about the loadsky command and ID1/env.
It's good to know the people who have made these awesome skies. The second one (blue sky) in your link is one of my favorites.
EDIT: Just tried out Rygel's skyboxes. They work now, very nice. Although I still prefer the moving skies.Last edited by JH24; 07-11-2011, 10:12 AM.
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Ok, thanks Seven.
I'm also having an issue with your DP-water, where the sky texture replaces the water texture at certain viewing angles. This only occurs with r_novis 0. Additionally, r_wateralpha seems to do nothing when using DP-water and r_novis 1. I think it comes from which version of darkplaces i'm using. Currently I'm using "Darkplaces-Quake Windows 18:38:35 April 08 2010"
Edit: Oh, it looks like I need vis'd maps.Last edited by PapaSmurf; 07-11-2011, 08:50 PM.
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Hello Papasmurf,
There is a seperate thread, that handles "DP pretty water" related things.
In the meantime you will find solutions for ALL existing issues with "DP pretty water" in it.
As well as a DOWNLOAD of VISed maps for ID1 + Mission Pack 1 + Mission Pack 2.
Please try to seperate the issues and post in the corresponding threads.
That will make things easier to follow and help others with similar questions by reading through the thread pages.
Kind regards,
Seven
PS: Please update your DP build. I suggest this one.Last edited by Seven; 07-12-2011, 05:28 AM.
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Ok, so I'm interested in starting to mod my effectinfo.txt, and I've looked over the 4 I can find here, and also read the entry on the wiki for what all the values and stuff do.
What I really miss in DP is some muzzle flash/sparks etc on the shotguns (think Left 4 Dead) and nailguns, I would really like to try and add them and then post my results, but alas I have no idea what the effect is tied to for that. Maybe someone could be kind enough to help me out here?Regular One Man Slaughterhouse
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Originally posted by Roy Batty View PostOk, so I'm interested in starting to mod my effectinfo.txt, and I've looked over the 4 I can find here, and also read the entry on the wiki for what all the values and stuff do.
What I really miss in DP is some muzzle flash/sparks etc on the shotguns (think Left 4 Dead) and nailguns, I would really like to try and add them and then post my results, but alas I have no idea what the effect is tied to for that. Maybe someone could be kind enough to help me out here?200 a�os de mi querido PARAGUAY14/05/1811
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