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u can go to those coordinates in radiant by clicking misc...go to position.
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the "leak" error is because you have a brush/model/patch/light outside your skybox or have no skybox at all. Make a larger skybox or move the brushes inside.
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To make a skybox if you deleted yours by mistake.
Press 4. Drag a box with "caulk" texture around your map. Press the hollow button in the radiant toolbar. Apply a "sky" texture to the inside faces of the hollowed caulk box.
Compile.
i don't know what skybox your making but for proper ones and animated ones right misc model and search for sky_ and you will see all available skyboxes and there animated
Double Post Merge: February 01, 2016, 09:47:43 am
Also for the leaked to become fixed put a chaulk box around your map and hollow it out
![]() | Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
Not sure how you've been doing it, but I just open up KVP's for the worldspawn, and enter "skyboxmodel", with the value of my skybox..
i just stick with easiest option
![]() | Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
![]() | Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
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That's good if you like the image limit

That's good if you like the image limit
![]() | Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
Don't be a stooge.
Its a single image after it's converted. Read my first post.
"6x12mb tga textures will convert into a 12mb .iwi file."
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Just realized I never posted gdt settings.
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Here is a set of gdt sky settings that will work for you. They are almost identical to the q3shader manual but for waw.
Asset manager will prompt you with an _extension to add to each material name. They are usually labeled already.
Ex skyboxmaterial_ft.tga
Surfacetype none
Materialtype sky
Sort sky
Usage sky
Nopicmip
Nomipbilinear
Surfaceparms (bottom of asset manager material settings)
Noimpact
Nomarks
Nodrop
Nolightmap
Nodynamiclight
Nocastshadow
NoRcvDynShadow
Nofog
Sky
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ill have to try this later being at my sisters don't really help she thinks it's ignorant
![]() | Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
I think you mean "oh shit im definitely wrong and don't have a response..."
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Just joking rorke. If it doesn't work just send me a pm.
You are doing it wrong.
Skybox has lots of different things associated with it.
The radiant texture filters the light during compile. It also gives launcher/compiler boundaries when compiling so it doesn't take forever.
The worldspawn skybox is in puddle/gun reflections.
The _patch reference to a skybox has something to do with glow/bloom and its also the skybox you see in radiant when you hide the caulk skybox.
I might have mixed the order up but if you make 3 different skyboxes and compile you will see where/why/what each one does and each one can change the look of a compiled map.
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Or skip all that and make skyboxes this way.
Copy and paste raw/techset/wc_sky rename to mc_sky. Now u can include a standard 6 image skybox through asset manager. Google has lots of free skyboxes.
6x12mb tga textures will convert into a 12mb .iwi file.
Export a skybox. Import into maya. Paint verts white then export. Open skybox xmodel and change the material to your skys material in asset manager. Convert model. Add xmodel,skyboxname to your _patch. Add it to worldspawn in radiant. Apply the texture to inside faces of caulk skybox in radiant.