Here we go.
Click to enlarge the images, go to the bottom for downloads.
I would love to see any of the 'days' skies in Unreal or Quake, fits those games best I think, since I adjusted them for floater maps.
Same deal as before, only TGA. NO source specific shaders included.
(This doesen't look good inside Q3, much better in Source, has probably with the low color information to do, Q3 doesen't display that too good, looks like a 16bits texture.)
[Blocked Image: http://www.zfight.com/misc/images/textures/envmaps/grimmnight_small.jpg]
[Blocked Image: http://www.zfight.com/misc/images/textures/envmaps/stormydays_small.jpg]
(updated 27th, added the correct sky with the better sun)
[Blocked Image: http://www.zfight.com/misc/images/textures/envmaps/miramar_small.jpg]
[Blocked Image: http://www.zfight.com/misc/images/textures/envmaps/violentdays_small.jpg]
(updated 28th, removed a funky planet)
[Blocked Image: http://www.zfight.com/misc/images/textures/envmaps/interstellar_small.jpg]
Download:
SOURCE versions by Slackiller, thanks alot.
http://www.slackiller.com/downloads/sky_grimmnight.zip
http://www.slackiller.com/downloads/sky_miramar.zip
http://www.slackiller.com/downloads/sky_stormydays.zip
http://www.slackiller.com/downloads/sky_violentdays.zip
http://www.slackiller.com/downloads/sky ... tellar.zip
How to use them:
You need to write shaders for most modern games, for source you need to convert them to vmt and vmf files.
Shader to use in Q3 (basic).
textures/xxx/xxx
{
qer_editorimage textures/xxx/xxx
q3map_noFog
q3map_globalTexture
surfaceparm sky
surfaceparm noimpact
surfaceparm nolightmap
skyparms textures/xxx/env/skyname - -
nopicmip
}
Display More
Source (basic (needs to be applied to all six images))
How to get them working in Doom 3
Quote from iceheart @ doom3world.orgThey need some work to work in Doom 3 though (I just tried the violentdays one but I assume the other ones have the same naming/orientation).Original file name on left, D3 file name on right:
Code Display Moreviolentdays_rt = violentdays_left violentdays_ft = violentdays_forward violentdays_lf = violentdays_right violentdays_bk = violentdays_back violentdays_dn = violentdays_down violentdays_up = violentdays_upIn addition the up image must be rotated 90 degrees clockwise and the down image rotated 90 degrees counter-clockwise.The material shader I used:
Code Display Moretextures/skies/violentdays { qer_editorimage textures/skies/violentdays_back.tga noFragment noshadows nooverlays forceOpaque // so transparent windows can draw on top of it { forceHighQuality // new addition to make hires texture nopicmip // new addition to make hires texture blend add // so transparent windows can draw on top of it cameraCubeMap env/violentdays texgen skybox texgen wobblesky .0 .0 .0 } }Then it works!