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Moving High Res Skies for DarkPlaces

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  • bluntz
    replied
    I would like to make even higher resolution skies. Is there a way to do this by making the the texture
    assignment non repeating, at least not repeat until the grid you map is complete.
    For instance, as i look at the start map I see that it is taking about 9 blocks to cover the map.
    If I have an image that I can divide into 9 blocks to cover the whole map, is there a way to call them in order so that it loops across the whole map as 1 image?

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  • IronWarfare
    replied
    This sky fits perfectly also in Zerstorer, rename it to skykbad and put /textures and enjoy

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  • IronWarfare
    replied
    I can't take screenshots to show the result in game

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  • gdiddy62
    replied
    Thank you!

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  • IronWarfare
    replied
    Here the red sky, put in folder impel/textures/aopend:

    aopendredsky.rar

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  • gdiddy62
    replied
    Please post your work.

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  • IronWarfare
    replied
    I've made a simple but useful recolor of classic quake sky (violet) to use in final mission of Abyss of Pandemonium (yes, I'm obsessed with that mod, i'll explain the reason somehow ) that uses a red colored version of that sky. And since some maps use an azure sky, I've tested the custom sky 4 on first page of this thread on those maps and fits perfectly. I know that is so simple, but if somebody need that red sky, i can post a screenshot and upload the texture

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  • BEEF34T3R
    replied
    Combined Moon[Drunk]'s & jeank's sky1:
    http://quakeone.com/forums/quake-hel...html#post80673

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  • DaniOcampo1992
    replied
    Originally posted by OoPpEe View Post
    From looking at the source of the map it uses sky4 not sky1
    That's right, now it works.. Thanks!

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  • LambentHammerBurst
    replied
    From looking at the source of the map it uses sky4 not sky1

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  • DaniOcampo1992
    replied
    Yep, that's what I'm trying to do, but nope, doesn't work for me..

    I trying to change e4m3: The Elder God Shrine sky to one more darker (I have blue sky in there), so I put sky1.tga on the textures/e4m3 folder but nothing happens..

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  • keropi
    replied
    let's say you want to replace the sky in map E1M9
    if you make a dir like this: /id1/textures/e1m9/ and put there your sky textures properly named , won't they get used instead of the ones in /id1/textures/ folder when you load E1M9 ?

    edit: yep it works... I renamed sky4.tga to sky1.tga (that is the blue sky) , put it inside /id1/textures/start/ and now the start.bsp has blue sky

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  • DaniOcampo1992
    replied
    Is it possible to have different sky textures for every map?

    Many maps uses the same sky texture, and while the sky is good looking for one, doesn't fit with the other.. :/

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  • Seven
    replied
    Hello Cobalt,

    No, skies are just external textures.
    They are handled just like any other external files.

    I explained how to install them (which folder) in 1st post.
    You can even make your own. You only have to make them seamless, and split the textures in half (upper/lower layer).
    In the end play, with transparency for the lower layer and you are done.

    Thanks to Moon[Drunk] again, who had this idea back in may 2010.
    And LordHavoc for its implementation into his engine.
    (that is why DP builds prior may 2010 cant handle High Res moving skies)

    Best regards,
    Seven

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  • Cobalt
    replied
    Interesting, have not tried this one yet, but it would be sweet if there is a way to detect the color being used for these skies for purposes of determining rain color particles, like in sevens tutorial about adding the rain and snow weather fx. I guess you could have purple rain? Or Acid rain even for the red skies.

    Do you need to re-bsp the map to get these new skies in there?

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