CoDRadiant: how to create skybox properly?
I need your help with creating a skybox. I tried making a skybox by tutorials available on YouTube, but most of them refer to newer games, such as CoD4 or CoD:WaW, so I think the same methods cannot be applied to CoD1, because during compiling, I get an error that "lightmap allocation failed", which is most probably caused thanks to brush being too big to process.
Any ideas, how to make skybox for CoD1 map, so I don't face any issue?
Thanks in advance, enjoy your day.
create a brush that cover the whole map hollow the brush now you get 6 faces after hollowing the brush change the 6 faces texture to the sky you want like sky/chateau.tga or sky/hedgerow.tga
don't forget to add worldspawn info to your map like these
"sundiffusecolor" ".75 .84 1"
"sundirection" "-24 230 0"
"suncolor" "1 .73 .42"
"_color" "1.000000 0.570866 0.421260"
don't forget to light your map probably
for more tutorials refer to http://modsonline.com/Tutorials-list-4.html
have a nice day
Thank you for the link with tutorials. I have a problem, I cannot find sky folder, I searched whole Call of Duty 1 directory, but nothing has been shown. Where is sky folder located by standard and where can I get it, since it cannot be found on my CoD1 directory?
Well, I tried as you said and it detected the shader, but unfortunately, it didn't detect any textures, so I got default plaid texture in red colour.
I checked the env folder and all textures (up, dn, bk, ft, lf, rt) are there, so how can I tell the program, where the textures are located, so it can properly load the texture live in the program?