Quake3 Skybox to Max Payne 2 Skybox

By Sayantan "Satan" Biswas

For the Max Payne 2 Community




Introduction

On the occasion of my 24th birthday, I give you a brand new tutorial. You are most welcome. In this very tutorial you'll learn how you can use Quake3-compatible 6 texture skyboxes in Max Payne 2. This also means you can use any (yes I mean any) skyboxes which uses the 6 square textures for it's skybox. When I started planning for resources that'll be used in this tutorial, I realized I just might make a template and that'd save my time for writing as well as the reader's time for implementing. So don't worry, it's gonna be a really really easy job. You just have to put it together. Before proceeding I might introduce you to the Disclaimer. Don't proceed without reading it. ;)


Disclaimer

- The title of this tutorial might sound like a way to use/rip Quake3 skyboxes for use in your MP2 mod. But it was just for the sake of naming. Using/ripping assets of one game to mod for another game is plain ILLEGAL!. There are numerous websites which offers you to freely download similar type of skyboxes for use in your mod in return of crediting the respective authors.

- You shouldn't be a Uber-n00b who doesn't even know the basics of MP2 modding. Learn the basics first. It's for your own good only.

- I won't be responsible if you crash your PC, if you're caught by iD Software for stealing their skyboxes, or if you're caught by Remedy Entertainment to try to spoil their game environment using a daylight skybox. ;)

- YOU'VE BEEN WARNED!!!1111. :)


What else do you need?

- Your custom skybox ready (there should be all 6 textures)
- Fingers of your left hand ........ so you could use the keyboard.
- Fingers of your right hand ........ so you could use the mouse (or vice-versa).


The Beginning is the End is the Beginning

Firstly download this template skybox I made. After downloading and extracting the rar file you'll easily understand where to put it. Put it in your mod directory like the way you should. Now try using this skybox with your own -OR- one of Remedy's levels to see if it's working. While playing the level if you see a new sunset-type skybox with hills and stuff, you have placed the file in the right place and renamed everything properly. If you dont see any new skybox even after implementing it, I'm afraid you're probably a n00b (read the 2nd point of the Disclamer). I'll assume everything's working fine. So let's proceed. :)


Edge your 1337 Haxx0r skills

It's time we shall do some hi-funda hacking job. Nah, I'm kidding. Just a few file renaming and you'll be on your way:-

Make a new folder in "data\database\worldspheres\files" named whatever you want the skybox to be.
Copy all the contents from the "q3_skybox" directory to the custom folder you just created.
Rename the "q3_skybox.KF2" to a name you wish it to have. Also make sure the extension is still KF2.
Now we shall move inside the "textures" directory. One after another replace all the DDS files with that of your custom skybox. Note that:-
bk.dds = back
dn.dds = down
ft.dds = front
lf.dds = left
rt.dds = right
up.dds = up.
Now we shall open the "worldspheres.txt". Copy the whole "q3_skybox" block and paste it at the top. Now rename everything according to what files you've renamed them to. We are almost there. :)
Now open "levels.txt" from the "data\database\levels" directory of your mod and rename the name of the worldsphere to that of what you made just now.
WooHoo! You're ready to see your skybox in-game now.



My Personal Recommendation

- Use at least 6 x 1024 x 1024 textures. Otherwise the skybox will look blurry. I used 6 x 512 x 512 textures for bandwidth reasons. Plus if you're crazy enuf, ie for future mods, don't be afraid to use 6 x 2048 x 2048 textures. The texture memory bandwidth of the future cards are gonna be really big.

- While resaving your DDS file for the skybox, make sure that you use DXT1 as the type and so that no mipmap is generated. Can't really prove why this is necessary but I just feel it should be done like that. Who knows how the engine will handle the mipmaps. I want to take the safest route by not having the mipmaps in the texture itself.

- For Doom3-compatible skyboxes, you should swap the left and right textures. It should work just fine.


How can you get/make a Skybox

- Get some free skyboxes here.

- Use a software like Bryce or Terragen to render a procedurally-created skybox into these 6 texture skyboxes.

- Model, texture and light the environment of a skybox in 3dsmax and use a plug-in like "Panorama" to render out a cubemapped skybox from it

- Moreover if you are too clever with Maxed2, make a miniature environment with simulated sunlight and skylight and render out a cubemap of the highest resolution from it (I guess it's 512 x 512). Then use your common sense and do some trimming in Photoshop to make it into the different sections of a 6 texture skybox. It's not really recommended but can be quite handy at times. ;)


Conclusion

Even if after this tutorial some modders cry in the forum, saying "I want to have daylight skybox" well ....uhm.... I have nothing to say to explain them better. I hope you had a somewhat good time reading and implementing this tutorial as I had writing it. Till the next time on some other tutorials on some other game modding, see you guys. Take Care. :)


Special Thanks:-

- The whole Max Payne 2 community for still keeping up with one of the best game engine till date.
- The 7th Serpent Team for crediting me in their mod.
- The New Dawn Team (aka IMF) for crediting me in their mod.
- HP for making some cool maps and entertaining my eye. "I know you'll come back HP. I miss you." :'(
- All the hard-rocking veterans of the MP2 modding community. You guys rock. \m/
- The Recall to Hell Team for giving me an unbounded space to explore in the depth of game art.
- Lastly my so-called gurus, the masters of optimization, cradle of taste, eye of visuals, the one, the only, Remedy Entertainment.
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