Skyboxes in the Quake 3 Engine consist of several types.
Because of the skybox nature we need a high-res tiling image of a sky. This means that the image itself should not be obviously tiling and thus repeating distinct marks are not desired. Obvious tiling comes from distinct features like a nebula or particulary easily distinguishable star.
Example can be viewed here
Resize your source image to 1024x1024 and save it as sky_clouds.tga
Sometimes a sky_mask.tga is included for further manipulation. It looks like this
These 6 images decide the landscape. In a starscape they should be 8x8 pixel .tga consisting of the color you want the lower half of the skybox to be viewed as. They are all the same colour and should be located in textures/MAPNAME/env.
You will also need to add a shader in your MAPNAME.shader for it to operate correctly.
The following makes a stationary shader with a red sunlight coming in under an angle.
textures/MAPNAME/sky
{
skyparms textures/MAPNAME/env/sky 1024 -
q3map_lightImage textures/MAPNAME/sky_clouds.tga
//*** VARIABLES START ***
q3map_sunExt 200 80 30 80 20 55 2 12
q3map_lightmapFilterRadius 0 8
q3map_skyLight 70 3
q3map_sun 200 80 30 80 20 55
//*** VARIABLES END ***
surfaceparm sky
surfaceparm noimpact
surfaceparm nolightmap
surfaceparm nodlight
nopicmip
nomipmaps
qer_editorimage textures/MAPNAME/sky_clouds.tga
{
map textures/MAPNAME/sky_clouds.tga
rgbGen identityLighting
}
}
Used [http://i2.photobucket.com/albums/y50/Drietand/Q3Wtower/sky_clouds.jpg>|this image] originally. Creates a moving cloudsky. Using another image would make that image scroll by, so might be usefull for a drifting spaceship.
textures/MAPNAME/sky
{
qer_editorimage textures/MAPNAME/sky_clouds.tga
q3map_lightImage textures/MAPNAME/sky_clouds.tga
// light values tuned for -gamma 2 -compensate 4
q3map_sunExt 1 1 1 400 -30 45 2 12
q3map_skyLight 75 3
surfaceparm sky
surfaceparm noimpact
surfaceparm nolightmap
q3map_sun 3 2 2 70 315 65
q3map_surfacelight 75
skyparms - 512 -
skyparms textures/MAPNAME/env/sky 1337 -
nopicmip
{
map textures/MAPNAME/sky_clouds.tga
tcMod scroll 0.0025 -0.0075
rgbGen identityLighting
}
{
map textures/MAPNAME/sky_mask.tga
blendFunc GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA
tcMod transform 0.25 0 0 0.25 0.1075 0.1075
rgbGen identityLighting
}
}
Load up your textureset and apply the shader named 'sky' to all brushes you intend to be viewed as such.