Hello everyone.
The question is quite complicated, but is there any way I can edit the entity called "WorldSpawn" to make it darkplaces' skybox system friendly?
Best regards
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Tried, they look cool, I'm making a personal collection of skyboxesOriginally posted by talisa View Postabsolutely, you can just use the skyboxes for risen3D in DP if you rename the textures,
since they also use the same kinda skyboxes with 6 textures for 6 sides
you can find them in Risen3D\Data\Skyboxes\wadname\skyname
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absolutely, you can just use the skyboxes for risen3D in DP if you rename the textures,
since they also use the same kinda skyboxes with 6 textures for 6 sides
you can find them in Risen3D\Data\Skyboxes\wadname\skyname
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Thanks. There are also custom skyboxes for Doom high resolution project, maybe it's possible to use them in Quake...Originally posted by dfsp_spirit View PostI have 4 simple skyboxes here: Skyboxes by spirit
They are nothing special though, the ones by Hipshot are way cooler.
There is also an old tutorial on making your own skybox (using Terragen, Windows only I think) in the tutorials section of my website if you care:
Creating a Quake 3 skybox - maps.sp1r1t.org
But most likely you will find more than enough skyboxes on the internet.
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I have 4 simple skyboxes here: Skyboxes by spirit
They are nothing special though, the ones by Hipshot are way cooler.
There is also an old tutorial on making your own skybox (using Terragen, Windows only I think) in the tutorials section of my website if you care:
http://maps.rcmd.org/tutorials/q3a_create_skybox/
But most likely you will find more than enough skyboxes on the internet.
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Wow, even more! Thanks a lot TalisaOriginally posted by talisa View Postyou can also use any counter-strike skyboxes in quake by converting the vtf's to png,
which you can easily do with VTFedit Nem's Tools [VTFLib - Download - VTFEdit v1.3.3 Full]
you can find lots of skyboxes over at gamebanana
Skybox Textures (GameBanana > Textures) - GAMEBANANA
Skybox Textures (Counter-Strike 1.6 > Textures) - GAMEBANANA
and you can also use any skyboxes made for doom3 in darkplaces
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you can also use any counter-strike skyboxes in quake by converting the vtf's to png,
which you can easily do with VTFedit Nem's Tools [VTFLib - Download - VTFEdit v1.3.3 Full]
you can find lots of skyboxes over at gamebanana
http://gamebanana.com/textures/cats/62
http://cs.gamebanana.com/textures/cats/92
and you can also use any skyboxes made for doom3 in darkplaces
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I have those, in these days I was "toying" with skyboxes and some maps get a really good result (A desert dusk 1 and 2 by Tronyn with desert themed skyboxes are beautiful). So I was asking if there are even more skyboxes (yes, I don't have enough)Originally posted by talisa View Posti linked some skyboxes over here, over at the 'skies & skyboxes' area (halfway down first post)
http://quakeone.com/forums/quake-hel...tent-list.html
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i linked some skyboxes over here, over at the 'skies & skyboxes' area (halfway down first post)
http://quakeone.com/forums/quake-hel...tent-list.html
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Actually, I used worldcraft's advanced entity editor to edit the worldspawn's properties. So I've added the "sky" into my "Worldspawn" entity and entered the name of my skybox files. Everything's working great now. Thanks everyone.
That's how it works :

Use the ones from Half-Life? Also, from the other Half-Life mods, including Counter-Strike and Day of Defeat? They're all working great on my end.Originally posted by Blood Vengeance View PostCan someone post a link with good skyboxes beside the ones made by kothic and those in quake3 arena?Last edited by KenTheModder; 10-27-2015, 02:36 AM.
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Can someone post a link with good skyboxes beside the ones made by kothic and those in quake3 arena?
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you can do what nahuel suggested or modify ent file. start map in dakplaces and create ent file via console command "sv_saveentfile". open the ent file in notepad and edit the first data block. it should look like this:
{
"classname" "worldspawn"
"sounds" "0"
"light" "0"
"worldtype" "1"
"message" "here is a level name"
}
all you need to do is add another line - "sky" "skybox name". save ent file and load the map again in darkplaces. game will automatically load said skybox if the skybox is located in id1/gfx/env or in appropriate mod directory. works with any map and you don't need the map's source file.
jakub
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with quark you can edit q3bsp and q1bsp
_sky value in worldspawn will load the skybox
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