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Author Topic: Setting sky in BSP  (Read 455 times)
viciouz
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Posts: 61


Ello.


« on: Feb 03, 2007, 04:45 AM »

I have a problem with the sky in BSP. I have added the values
sky == pbsky1
to my worldspawn entity, but all that happens is that the textures drag across the sky.
What are the correct values?

Also, how do I align the texture on top of a barrel with radius 24?
« Last Edit: Feb 03, 2007, 04:57 AM by viciouz » Logged
blaa
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Posts: 41


« Reply #1 on: Feb 03, 2007, 05:59 AM »

Just make a room over your map. Works for me. lol
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Boozie
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Posts: 373


Well then don't do that....


« Reply #2 on: Feb 03, 2007, 09:24 AM »

I'm not bad, but I'm also not good at bsp. With my newbie maps that i first made, I made the sky myself. I took the sky texture and finished making the walls with it (like making it higher). I usually made it a bit higher then where the walls stop, because sometimes players hit the ceiling and its annoying. In my opinion.
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Eiii
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Posts: 181


« Reply #3 on: Feb 03, 2007, 01:01 PM »

Make sure the brush that you want as a sky has the 'sky' flag/content set.
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jitspoe
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Posts: 1511



« Reply #4 on: Feb 04, 2007, 08:56 PM »

Just make a room over your map. Works for me. lol
Never ever ever ever ever "box up" your map to get it to compile.  This is the second worst mapping practice I know of.  The worst being leaving it unsealed and releasing it without fully compiling it.

To make a sky, you actually have to create a sky brush (that is, a brush with the "sky" flag set).  If you select one of the sky textures, it will have this flag set by default and you will not have to do anything beyond creating a brush with that texture.

To align barrels, simply create them on a 64 unit grid (start out with a 64 unit cube, then make->n-sided brush).  Once you've created it, hit alt+L to lock the texture and you can move it wherever you want.
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Zorchenhimer
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Posts: 419



« Reply #5 on: Feb 04, 2007, 10:31 PM »

To align barrels, simply create them on a 64 unit grid (start out with a 64 unit cube, then make->n-sided brush).

Just curious, that means that 1 grid unit equals 1 pixel?
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lords8n
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Posts: 147


« Reply #6 on: Feb 05, 2007, 07:17 AM »

Just a little addition here...

- You can create more than one sky brush. In fitting a sky perfectly to your map, considering corners and elevation changes, it is often necessary to build and fit your sky.
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blaa
Junior Member
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Posts: 41


« Reply #7 on: Feb 05, 2007, 08:34 AM »

Never ever ever ever ever "box up" your map to get it to compile.  This is the second worst mapping practice I know of.  The worst being leaving it unsealed and releasing it without fully compiling it.

To make a sky, you actually have to create a sky brush (that is, a brush with the "sky" flag set).  If you select one of the sky textures, it will have this flag set by default and you will not have to do anything beyond creating a brush with that texture.

To align barrels, simply create them on a 64 unit grid (start out with a 64 unit cube, then make->n-sided brush).  Once you've created it, hit alt+L to lock the texture and you can move it wherever you want.

oh, thats exactly what i did Tongue. But actually I just did a room over the map and marked it as a sky and attached sky texture, lol.
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Eiii
Member
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Posts: 181


« Reply #8 on: Feb 05, 2007, 02:27 PM »

oh, thats exactly what i did Tongue. But actually I just did a room over the map and marked it as a sky and attached sky texture, lol.
Fix it. Cheesy
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