Skybox

SuperTeflonSuperTeflon Join Date: 2003-12-31 Member: 24893Banned
<a href='http://cariad.co.za/twhl/tutorial.php?id=6' target='_blank'>http://cariad.co.za/twhl/tutorial.php?id=6</a>

Um, okay, so what wad is this 'sky' texture located in? Because I don't have it in either nswads. Is there supposed to be a 'default halflife wad' I should have?

Comments

  • PhyPhy Join Date: 2003-03-01 Member: 14163Members
    the sky texture is in 'Half-Life\Valve\Half-Life.wad'
  • SuperTeflonSuperTeflon Join Date: 2003-12-31 Member: 24893Banned
    edited February 2004
    Right. That requires me to install half-life from the CD. We're talking STEAM here, any faster way to get that wad?
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    <!--QuoteBegin-Phy+Feb 8 2004, 06:13 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Phy @ Feb 8 2004, 06:13 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->the sky texture is in 'Half-Life\Valve\Half-Life.wad'<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    If you have the WON version of Half-Life installed, it will be in halflife.wad (no dash). Other WON games (CS retail, DoD retail) should have it in one of the wads distributed with the game.

    If you have Steam installed, read the first few posts in <a href='http://www.unknownworlds.com/forums/index.php?showtopic=61393&hl=halflife\.wad' target='_blank'>this thread</a>. The second post has a link to a tool that allows mappers to get resources they need from the steam cache.
  • SuperTeflonSuperTeflon Join Date: 2003-12-31 Member: 24893Banned
    edited February 2004
    Okay I took a box, textured the inside with sky, in map properties made it point to 'nebular'.

    Then I put a light_spotlight (whatever it's called) set the IsSky to true, aimed it down.

    Launch the game. The sky is a black and magenta textured... ugliness, and there's absolutely no light...

    NOTE: If I texture the outside of the box with sky, i get a bad surface extents error.
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    <!--QuoteBegin-SuperTeflon+Feb 8 2004, 07:09 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SuperTeflon @ Feb 8 2004, 07:09 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Okay I took a box, textured the inside with sky, in map properties made it point to 'nebular'.

    Then I put a light_spotlight (whatever it's called) set the IsSky to true, aimed it down.

    Launch the game. The sky is a black and magenta textured... ugliness, and there's absolutely no light...

    NOTE: If I texture the outside of the box with sky, i get a bad surface extents error. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    For problem #1: Are you using -wadinclude on the wad file containing your sky? If so, turn that off and see if it helps with the ugliness.

    For problem #2: The engine doesn't record any light information for sky textures, and model light is the same as floor light -- change your floor texture to something other than SKY and you should have things light up.

    For problem #3: The bad surface extents could be related to a -wadincluded sky as well.
  • SuperTeflonSuperTeflon Join Date: 2003-12-31 Member: 24893Banned
    edited February 2004
    Nah, not using wadinclude. I'm pulling the sky texture out of half-life/valve/halflife.wad on the same drive. As for the sky itself it's a sky included in NS, so I see no reason why it wouldn't be able to find it (gfx/env/nebular*) I'll change the floor texture to some black thing though, test that.

    No, changing the floor texture didn't change anything :/
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    <!--QuoteBegin-SuperTeflon+Feb 8 2004, 07:21 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SuperTeflon @ Feb 8 2004, 07:21 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Nah, not using wadinclude. I'm pulling the sky texture out of half-life/valve/halflife.wad on the same drive. As for the sky itself it's a sky included in NS, so I see no reason why it wouldn't be able to find it (gfx/env/nebular*) I'll change the floor texture to some black thing though, test that.

    No, changing the floor texture didn't change anything :/ <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Even if it couldn't find the sky, it should default to the Half-Life desert environment if the sky texture is being detected properly. Could I see your compile log?
  • SuperTeflonSuperTeflon Join Date: 2003-12-31 Member: 24893Banned
    Awww man now I feel like a fool <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->

    I completely forgot to update my wads.txt file once I put the halflife.wad in it... so basically it didn't know to treat the sky texture special <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> Well... I learned something today... thanks for the help, sorry!
  • watch_me_diewatch_me_die Join Date: 2002-11-10 Member: 8107Members
    Yes I'm thinking I need to make that part of the setup guide even bigger <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    <!--QuoteBegin-[watch.me.die]+Feb 8 2004, 03:32 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> ([watch.me.die] @ Feb 8 2004, 03:32 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Yes I'm thinking I need to make that part of the setup guide even bigger <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    You can add anchors to the guide like I did with the FAQ by using an [anchor] tag... let me know if you'd like assistance with that.
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