Posted by: Doofus
Date posted: Nov 16 2003 User Rating: 4.7 out of 5.0 | Number of views: 6366 Number of comments: 3 | Description: The simple process of changing your skybox texture. |
1. Get into Hammer.
2. Apply your "sky" texture over whatever area of the map you want to, where you'd like to see the sky.
3. Go to Map->Map Properties, Then select the "environment map(cl_skyname)" function.

4. Insert the name of the sky texture you'd like to use, in this case, it's a custom sky that I made. (make sure you just include the base sky name, not any .tga extensions or doofusbk or something)

5. After you've compiled, you need to make sure that the sky texture you've set is in the right folder. It'll be located in the <modname>/gfx/env directroy. If it isn't there it needs to be.

Here is my final result:
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User Comments
Showing comments 1-3
Oh man was it a bitch trying to figure out how to get the sky to work in my first map. A simple, yet very necessary tutorial. However, you should have explained more on how that each graphic of the skybox has a two-letter code denoting it's direction in its filename.
For example: doofusbk (back) doofusdn (down) doofusft (front) doofuslf (left) doofusrt (right) doofusup (up) |
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Very true. Thank you for pointing that out. |
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You should also pay special attention that the texture applied onto the roof in the editor should be named just exactly "sky" and not include the name of any of the sky images. The image of the texture itself is of no importance. |
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