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  • #46
    Those are just planes in Q3 .map format, and yes they are the holodeck floor.
    I need them converted to .bsp maps with a player start ent a few lites no leaks ect... so I can load the skybox.Now I want the fkn wav from the holodeck since you thought of it.
    This most likely will be nowhere near the theoretical limits,most likely just a 1536 res in a panaramic arc with 2048 res in 360' arc(if the frame limit is 512)
    mapped.
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    • #47
      here try this.
      Attached Files
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      • #48
        Originally posted by bluntz View Post
        Those are just planes in Q3 .map format, and yes they are the holodeck floor.
        I need them converted to .bsp maps with a player start ent a few lites no leaks ect... so I can load the skybox.Now I want the fkn wav from the holodeck since you thought of it.
        This most likely will be nowhere near the theoretical limits,most likely just a 1536 res in a panaramic arc with 2048 res in 360' arc(if the frame limit is 512)
        mapped.
        A skybox is a collection of 6 images that the engine will paint around the map.
        There is no .map or .bsp stuff.

        Other engines do have map objects for the skybox but not quake1, maybe darkplaces though.
        www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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        • #49
          Originally posted by R00k View Post
          A skybox is a collection of 6 images that the engine will paint around the map.
          There is no .map or .bsp stuff.

          Other engines do have map objects for the skybox but not quake1, maybe darkplaces though.
          Again, those are just planes/floor in Q3 .map format. I would like you to convert into maps,not skyboxs
          I have never made a map and do not know how.The skybox I have yet to make.As for the overkill of it all,who cares the engine should have no problem printing some pictures.I exported them to .map from blender as suggested by the docs so radiant could handle them easily.
          See here for your distro or use windows.https://launchpad.net/~orbweaver/+archive/darkradiantI want a bsp that I can view the whole skybox from and am assuming this is the way to do that.Unless of course you know a map already made that is basicly a large flat plane.
          EDIT:
          Netradiant may be simpler, I got it from here but have no fkn idea to do with it,at least it seems to work and is compiled.
          http://ingar.satgnu.net/gtkradiant/i...ion.html#linux
          Last edited by bluntz; 08-14-2012, 08:59 AM.
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          • #50
            Update-
            This stuff looks quite easy after review so don't bother I should have the Holodeck built by morning. But thanks anyway.
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            • #51
              Just load a map then use noclip and move out and look around?
              www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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              • #52
                Good idea!!
                I had thought to load one and strip it down but that is even easier.
                I thought I had netradient all good to go but it does not see the textures. May have gotten a bad wad.
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                • #53
                  BTW,
                  Did my cfg help anything?Also does your sound work properly now?
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                  • #54
                    I havent upgraded the sound stuff yet.
                    www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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                    • #55
                      maybe darkplaces though.
                      Nope, skyboxes are just painted around the map in DP. If I'm wrong then there must be some voodoo going on. You can even load a skybox via the console, so I don't see how that would add to the BSP.

                      EDIT: Woops (man I gotta stop doing this from memory) - in dp you have to make a big box around your map and give it a sky texture. I'm a retard, I even wrote the damn tutorial for this my tut. I'm assuming that DP basically overwrites all sky textures in a map with relatively positioned chunks of the skybox. Conversely, DP has the ability to convert a map into a skybox (envmap) although I am not sure how to use this.
                      Last edited by MadGypsy; 08-14-2012, 04:36 PM.
                      http://www.nextgenquake.com

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                      • #56
                        Ya i know in Source engine if i am an observer i can flycam up to the skybox/skyroom and see the models.
                        No mo beer for u!
                        www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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                        • #57
                          @ Mad
                          Reading your tut was interesting,you seem to have almost figured out my plan.
                          I find the skybox's static imagery a bit dull.I wanted to increase framsize by mapping a larger image to the scroll pattern but when I talked to Lord Havoc he informed me it was not doable without a ton of work.My next idea came from my use of the Gimps guilotine plugin.I realized I could use it to map a larger image to all the frames of a skybox while using particle clouds to keep the depth feeling of animated skies.However that approach seems to be unreasonable for performance so I am up to something else.
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                          • #58
                            Ya ive kinda wanted to combine skybox with rolling clouds in the past.
                            But, in the end, gamers want simple gfx with higher fps/responsiveness.
                            u can have a BOSS car that looks top of the line with custom paint and custom wheels, but the bottom line how it handles is what matters.
                            If u can have 512x512 texztures throughout the game with 2048 poly models and 30ms ping at 125fps fine.

                            (im not liking rage atm for its bad megatexture resolution) Borderlands look smuch better to me.
                            www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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                            • #59
                              @bluntz
                              you can do skyrooms with csqc and a few imaginitive shaders.
                              get the csqc to draw from a fixed position, then get the csqc to render its view as normal. surfaces you'd normally mark as sky should instead be marked with some nodraw shader. So the areas not redrawn by the real view instead show the skyroom.
                              You can then put whatever scrolling etc shaders inside the skyroom, even stuff moving around.
                              You could of course also directly implement it in an engine without csqc (just render the scene twice with different origins and ignore sky surfaces the second time around). I did this ages ago in some software renderer hack.

                              q3map2 has some skyroom feature, but I'm not sure its compatible with DP.
                              Some Game Thing

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                              • #60
                                Originally posted by Spike View Post
                                @bluntz
                                you can do skyrooms with csqc and a few imaginitive shaders.
                                get the csqc to draw from a fixed position, then get the csqc to render its view as normal. surfaces you'd normally mark as sky should instead be marked with some nodraw shader. So the areas not redrawn by the real view instead show the skyroom.
                                You can then put whatever scrolling etc shaders inside the skyroom, even stuff moving around.
                                You could of course also directly implement it in an engine without csqc (just render the scene twice with different origins and ignore sky surfaces the second time around). I did this ages ago in some software renderer hack.

                                q3map2 has some skyroom feature, but I'm not sure its compatible with DP.
                                No that's way over my head Spike.
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