Author Topic: Sky Textures  (Read 2975 times)

Ghost9

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Sky Textures
« on: January 11, 2007, 08:16:20 PM »
I wanted to use the cloudy blue sky from the ra2 version of q2dm1 instead of the default reddish one. 

I made a pak file using pak explorer and put a folder in there called env.  Then i copied the blue sky textures from the ra2 env folder and renamed all "snow" to "unit1_".  Here is a screenshot of my new q2dm1 and the pak file that I created.

I guess you could do the same thing with any sky textures.  Naymlis's pak has all black textures and one that's mostly night with a few scattered clouds.  Follow the same procedure and your new q2dm1 default sky is set.   :)
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Offline X'tyfe

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Re: Sky Textures
« Reply #1 on: January 11, 2007, 08:31:10 PM »
well done :) nice to some people learning how to do this
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Offline ReCycled

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Re: Sky Textures
« Reply #2 on: January 12, 2007, 06:42:40 AM »
Here's something even easier. Just open the map (or any map) and just type in console "sky snow" and poof. I have about 50 different sky textures in my env folder - some quite dramatic. For Q2DM1 I found a Roman coliseum sky texture that seemed to fit the map nicely.

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Offline [BTF]adam

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Re: Sky Textures
« Reply #3 on: January 12, 2007, 09:01:49 AM »
ty ghost, I was getting sick of my murky brown one!

 :ok:
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Ghost9

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Re: Sky Textures
« Reply #4 on: January 12, 2007, 09:40:56 AM »
Here's something even easier. Just open the map (or any map) and just type in console "sky snow" and poof. I have about 50 different sky textures in my env folder - some quite dramatic. For Q2DM1 I found a Roman coliseum sky texture that seemed to fit the map nicely.



I knew it would work to do it that way, but if you do it with a pak, you don't have to type anything or hit a bind.  I tried putting set sky snow and sky snow, in my config file, but I guess the config loads before the paks, so when the pak loaded it was overwriting the config.  The way I explain above changes the sky that is loaded by default.
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Ghost9

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Re: Sky Textures
« Reply #5 on: January 12, 2007, 09:50:38 AM »
Here's another cool looking sky, earth5, which was in my quake2 env folder.
« Last Edit: January 12, 2007, 10:01:05 AM by va.Ghost9 »
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Offline X'tyfe

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Re: Sky Textures
« Reply #6 on: January 12, 2007, 10:03:24 AM »
you can rotate the sky using xyz cords too i think

an example would be "sky unit4_ 12 12 10"
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Ghost9

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Re: Sky Textures
« Reply #7 on: January 12, 2007, 10:03:52 AM »
I've got 2 versions of every file for skies.
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Offline X'tyfe

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Re: Sky Textures
« Reply #8 on: January 12, 2007, 10:06:04 AM »
tga is only used in opengl and the pcx one is software
there is no way to toggle them either way, since most people dont use software
its useless to have them. just takes up space
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Offline [BTF]Jehar

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Re: Sky Textures
« Reply #9 on: January 13, 2007, 01:23:48 AM »
I for one am fairly against the notion of cheaply renaming something new over the original image name... but hey. It's in a pak, and can easily be mended. No biggie :D

A better solution though would probably be to make a cfg for the map (ie q2dm1.cfg) with the string set sky (sky) within. No overwrites, no renames, and utterly transparent. ;)
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