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Know how to do this? - Background for map with large texture

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  • Know how to do this? - Background for map with large texture

    Hello!

    I was over at /r/quake and found a link to something that got me very interested. Does anyone know how to create the effects that this video
    has for it's mountain range perimeter?

    Or is it just a lot of vertex manipulation?

    I ask because I'm working on a map right now (city) and it would be great to slap a massive custom texture background with buildings.

    It looks like it's a huge block that was vertex editing at the top for the points and curvature, and then a huge texture applied to it.

    The example is about 0:55-1:10 into the video.

    [ame=http://www.youtube.com/watch?v=ThOMMiITtEs]Explore or Die by Speedy - Quake Single Player - YouTube[/ame]

    Thanks!
    Last edited by morrowind; 06-25-2012, 07:15 AM. Reason: - Added time

  • #2
    Wish i could assist but im clueless

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    • #3
      Haha thanks anyway =)

      Comment


      • #4
        Thats a custom skybox !
        Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!

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        • #5
          Sweet thanks!

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          • #6
            looks like it's just a skybox to me.

            make a id1/gfx/env folder
            find a skybox
            (lets pretend it was named "snowfield") - rename each image respectively and place them in the id1/gfx/env folder
            snowfieldup
            snowfielddn
            snowfieldlf
            snowfieldrt
            snowfieldft
            snowfieldbk

            then draw a huge box around your map, hollow it out and give it any quake sky texture.
            finally in worldspawn add -

            key:sky
            value: snowfield
            http://www.nextgenquake.com

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            • #7
              Great thanks for the info!

              I wasn't aware of worldspawn and .MAP editing. Awesome!

              Comment


              • #8
                you can do it in an ent file too.

                press "~" and type sv_saveentfile (darkplaces only i believe)
                then open it and in the worldspawn block add

                "sky" "snowfield"

                you still need to make a big box around your map and give it a regular quake sky texture. This method would be good for testing an assortment of skyboxes quickly. You can simply edit the .ent and refresh darkplaces, instead of compiling your map a zillion times to test each one.

                EDIT: Woah, screw that .ent way. darkplaces has a cvar for loading sky quickly
                Originally posted by lord havoc
                loadsky : load a skybox by basename (for example loadsky mtnsun_ loads mtnsun_ft.tga and so on)
                Last edited by MadGypsy; 06-25-2012, 08:54 AM.
                http://www.nextgenquake.com

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                • #9
                  Ok great!

                  I'm not using darkplaces but will try it out sometime in the future.
                  I like vanilla quake (and it's what everyone uses at our LAN parties).

                  I may script up a package to auto install DP to accommodate everyone's installation at the next party though.. Yea that engine looks awesome now that
                  I'm reading more on it =)

                  Thanks!

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                  • #10
                    you don't have to install DP. It's standalone/portable.
                    http://www.nextgenquake.com

                    Comment


                    • #11
                      Vanilla Quake won't do skyboxes though.
                      IT LIVES! http://directq.blogspot.com/

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                      • #12
                        But I made a skybox (block with sky texture surrounding the world) with my version of WinQuake and Worldcraft 3.3.

                        But I haven't attempted modding the sky yet.

                        Is there something I'm missing?

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                        • #13
                          Well I just copied over DP.. wow.

                          Now I can do some high res textures.. JOY.

                          Comment


                          • #14
                            I wrote a tutorial on this today. I even packaged up 4 properly named skyboxes for download. I pretty much just rewrote what I already wrote here, but it is a little more organized and when you add the download it gives you a "physical" example of how everything should be named/set-up. I'm actually about to go edit it again and make it as simple/clear/organized as possible

                            click

                            Michael
                            http://www.nextgenquake.com

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