Title: Celestial Sphere, Quake 2 Sky Graphic File Names: CELEST.zip which includes: celestbk.tga celestbk.pcx celestdn.tga celestdn.pcx celestft.tga celestft.pcx celestlf.tga celestlf.pcx celestrt.tga celestrt.pcx celestup.tga celestup.pcx Author: Roger Ritenour e-mail: ritenour@rlc.net Description: Custom Sky Texture. A star sky featuring all of the visible stars, 9,111 total stars. The sky is authentic stars as visible from Earth, plotted and rendered from data obtained from the Bright Star Catalog, version 4 from National Space Science Data Center/World Data Center A for Rockets and Satellites of NASA. The orientation is equivelant to 30 degrees N latitude with the North Star located in Quake's North (above the y-axis). The Vernal Equinox is located on the Eastern horizon (Quake x-axis). The brightness and color of the stars are calculated from the star's magnetude and spectral class as published in the Bright Star Catalog. The plotting, rendering, and creation of the 6 bitmap files for Quake was done with author written code. There are a total of 12 files. The 6 with the .tga extension are used with openGL 3D accelerator cards and the 6 files with the .pcx extension are used by Quake2's software drivers. The rendering code written for this project is capable of rendering the stars into any orientation desired to reflect any location on Earth at any time. So if there is interest in a sky in another orientation, please contact the author via e-mail. The star catalog used for this project includes parallax data from which distances to the stars can be calculated. With this, the author is expanding the code to be able to render authentic alien skies as viewed from some of the nearby stars such as Siris or Alpha Centauri Setup and use: Place all 12 files into the ENV directory as follows: QUAKE2 (quake2 executables are found here) BASEQ2 (pak0.pak is found here) ENV (the 6 .tga and 6 .pcx files are placed here) The QUAKE2 and and its subdirectory, BASEQ2 will already exist from the installation of Quake 2. The ENV directory may already exist if you are running custom levels, if not, create it as a subdirectory of BASEQ2. Running this sky in Quake 2 can be accomplished in 2 ways: 1. In Quake 2, it can be invoked in any level from the pull-down console (~ key) with the command: sky celest (press ~ to get the console; enter the command, sky celest; press the enter key; then press ~ again to close the console and the current sky will be replaced with the stars) Note: This will not alter any of your game or level files. The next time Quake 2 loads that particular level, the original sky will be restored. 2. You can make it part of a custom level you are creating. To do this, you set the sky attribute of the worldspawn entity to celest (Most, if not all, editors allow access to the attributes of the worldspawn entity to accomplish this, however the editors differ on how to exactly accomplish this, consult your editor documentation on specifics) Note: There are a total of 12 graphic files in the zip, 6 with the .pcx extension and 6 with the .tga extension Quake 2 uses only 6 of them, which 6 depends on the Quake 2 video drivers being used. Quake 2 will load the correct 6 files without any input directing it. If you use this sky on a custom level and later distribute it, it is highly recommended to include all 12 files with your level to accommodate all users of Quake2. Credits: National Space Science Data Center/World Data Center A for Rockets and Satellites of NASA for the Bright Star Catalog, version 4. Editors used: Star Render (Author written software application) Corel Photopaint 8 (to convert bitmap formats) **** Legal Stuff **** * Copyright / Permissions * Generally I have no objections if you modify or use it as a sky for building levels, but please cite credit appropriately. If you do use this sky, please drop me a line as I would be most interested in any level built under this sky. You may distribute these files through any electronic network (internet, FIDO, local BBS etc.), provided you include this text file and leave the archive intact. You may include this file on a cdrom where the purpose of the cdrom is a means of distributing Quake levels and the price remains modest, with the primary purpose of the proceeds being for publishing the cdrom and maintaining the internet sites. Commercial exploitation where these files may become the object of considerable commercial gain must have my written permission.