I know those 2 has nothing to do with eachothers.
the duke3d.def is in my folder, same folder as duke.exe, maps, con (not inside con) and etc.
everything as Mikko and Commander say, and no working.
As I said above i'll finish the mod.
using an ordinary sky and when it release then I will put a txt file telling which tile num you put in .def file to make the sky boxes.
Mod will have 2 diff sky.
1 (on Earth)
2 (Earth's orbit) or (Big orbit)
Skyboxes "I'm sorta thinking of using them for my mod."
#31 Posted 23 April 2010 - 04:16 PM
#32 Posted 23 April 2010 - 04:21 PM
No, you havent done everything we said or it would be working.
You are still doing something wrong and because you won't bother to post any screenshots of what your directory looks like or a logfile then I am not even going to bother to try help anymore.
You are still doing something wrong and because you won't bother to post any screenshots of what your directory looks like or a logfile then I am not even going to bother to try help anymore.
#33 Posted 23 April 2010 - 07:01 PM
I'll post a screenie.
Cyan arrow is my skybox folder (models/skybox/ (all the 6 jpegs)
I made all jpeg 512 x 512 in size (same as Mikko's skies)
red arrow is the duke3d.def.
Its content is:
include DEFS.CON
// Frozen skybox
defineskybox 94 0 0 models/skybox/frozen_rt.jpg models/skybox/frozen_ft.jpg models/skybox/frozen_lf.jpg models/skybox/frozen_bk.jpg models/skybox/frozen_up.jpg models/skybox/frozen_dn.jpg
Cyan arrow is my skybox folder (models/skybox/ (all the 6 jpegs)
I made all jpeg 512 x 512 in size (same as Mikko's skies)
red arrow is the duke3d.def.
Its content is:
include DEFS.CON
// Frozen skybox
defineskybox 94 0 0 models/skybox/frozen_rt.jpg models/skybox/frozen_ft.jpg models/skybox/frozen_lf.jpg models/skybox/frozen_bk.jpg models/skybox/frozen_up.jpg models/skybox/frozen_dn.jpg
#34 Posted 23 April 2010 - 07:58 PM
duke3d.def should not include DEFS.CON
You also have the wrong tile number defined. You need to change the 94 to the correct sky tile.
You also have the wrong tile number defined. You need to change the 94 to the correct sky tile.
This post has been edited by Mblackwell: 23 April 2010 - 07:58 PM
#35 Posted 23 April 2010 - 09:05 PM
Is weird when Mikko's duke3d.def has def.con inside it and code is 100% same as mikko and it works for him but not for me
#36 Posted 23 April 2010 - 09:10 PM
I think the HRP defs included DEFS.CON at one time, and Mikko may have been using that as a base for his def. It shouldn't hurt anything, but it's useless. The real problem is the wrong tile number that Mblackwell pointed out, or something else you are doing wrong.
#38 Posted 24 April 2010 - 09:17 AM
Zaxtor, on Apr 24 2010, 09:42 AM, said:
When Mikko sent me his map it doesn't contain any def.con file.
Which is perfectly consistent with what I said *exits thread*
#39 Posted 24 April 2010 - 04:43 PM
You are using the wrong tile number. You won't see the skybox in your map until you change the tile number in the def to be the tile you are using for the parallaxed sky.
#40 Posted 24 April 2010 - 07:49 PM
In the map (Mikko's map for example you see an ordinary sky) tile num of sky is 94. With Pal 2.
But ingame is a cool wintery sky box.
But ingame is a cool wintery sky box.
#41 Posted 24 April 2010 - 08:20 PM
Are you trying to run a skybox in 8bits (software renderer)?
If you want your skybox to replace the sky texture 94 so, define it as the 94 texture and not 34xx, or define it as 34xx in any case.
The pal should not make any change unless you make a pal version of it.
Skyboxes work only in polymost/polymer. Also, be sure your png files have power of 2 measures 512x512, 1024x1024.
If you want your skybox to replace the sky texture 94 so, define it as the 94 texture and not 34xx, or define it as 34xx in any case.
The pal should not make any change unless you make a pal version of it.
Skyboxes work only in polymost/polymer. Also, be sure your png files have power of 2 measures 512x512, 1024x1024.
This post has been edited by Gambini: 24 April 2010 - 08:21 PM
#42 Posted 24 April 2010 - 08:39 PM
In Mikko's map it remove the sky in 8bitz
Maybe is my problem Ill test
Maybe is my problem Ill test
#46 Posted 24 April 2010 - 10:01 PM
Update is:
Codes are correct.
Everything are correct.
I did everything well.
Error was something has to do with the Jpegs.
When I removed mines and put Mikko's pictures it worked.
When I put mine it stop working.
Maybe it can be the size, maybe if it doesn't follow it wont work.
Codes are correct.
Everything are correct.
I did everything well.
Error was something has to do with the Jpegs.
When I removed mines and put Mikko's pictures it worked.
When I put mine it stop working.
Maybe it can be the size, maybe if it doesn't follow it wont work.
#47 Posted 24 April 2010 - 10:05 PM
as i said, resize your images in power of 2 measures:
Example #1: 256 x 256
Example #2: 512 x 512
Example #3: 1024x1024
Also, be sure all them have the same size.
Example #1: 256 x 256
Example #2: 512 x 512
Example #3: 1024x1024
Also, be sure all them have the same size.
#48 Posted 25 April 2010 - 01:07 AM
make sure JPGs are not progressive, there were problems with that back in jfDuke era... Just convert them to PNG.
#49 Posted 25 April 2010 - 04:59 AM
What skybox are you trying to use? Can you provide a link?
By now we're just as curious as you're to fix this problem.
By now we're just as curious as you're to fix this problem.
This post has been edited by Mikko_Sandt: 25 April 2010 - 04:59 AM
#50 Posted 25 April 2010 - 07:13 AM
Was making a test jpeg and see if it would work,
Some random skybox.
Also what program do you use to make skyboxes?
I used one from
http://www.tutorialsforblender3d.com/Textu...ds-Few-Dawn.png (as the test)
When didn't work I turned it into jpeg and still did not work.
At the end made em all 512x512. still no working.
since it had 5 I made a random 6th one (floor)
Some random skybox.
Also what program do you use to make skyboxes?
I used one from
http://www.tutorialsforblender3d.com/Textu...ds-Few-Dawn.png (as the test)
When didn't work I turned it into jpeg and still did not work.
At the end made em all 512x512. still no working.
since it had 5 I made a random 6th one (floor)
This post has been edited by Zaxtor: 25 April 2010 - 07:14 AM
#51 Posted 25 April 2010 - 07:20 AM
Of course, a cube is composed by six faces.
Why dont you just post the files you´re using and let somebody else to do the job. It seems is going to take you a year to make it work this way man.
Why dont you just post the files you´re using and let somebody else to do the job. It seems is going to take you a year to make it work this way man.
#52 Posted 25 April 2010 - 07:32 AM
When I checked Mikko's sky the sky I used is not compatible for duke.
The edges wont follow.
Top was 512x512 rest were 512 x 256 or otherwise it would be stretchy the sides..
I searched some sites about skybox for duke they showed a nebula and 6 pieces took from them.
etc etc.
All I need is a good skybox for the arctic, Like Mikko's sky accept less mountains.
first and 2nd level is in the ANWR (Arctic National Wildlife Refuge)
Forested place with snow, ice, some trees.
The edges wont follow.
Top was 512x512 rest were 512 x 256 or otherwise it would be stretchy the sides..
I searched some sites about skybox for duke they showed a nebula and 6 pieces took from them.
etc etc.
All I need is a good skybox for the arctic, Like Mikko's sky accept less mountains.
first and 2nd level is in the ANWR (Arctic National Wildlife Refuge)
Forested place with snow, ice, some trees.
#53 Posted 25 April 2010 - 08:35 AM
I've got tons of great arctic skyboxes on my hd. I'd point you to Wadfather where I got them but it went down along with all other Planet Network sites.
I'll try to catch you on msn.
I'll try to catch you on msn.