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Wavelength | Your Game Editing Resource | Changing the sky in your map
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Changing the sky in your map [Print this Article]
Posted by: Doofus
Date posted: Nov 16 2003
User Rating: 4.7 out of 5.0
Number of views: 11022
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.
user posted image

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)
user posted image

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.
user posted image

Here is my final result:
user posted image

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Zip FileFilename: skytutorial3.gif
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Zip FileFilename: skytutorial2.gif
File Size: 7.7 KB
Zip FileFilename: skytutorial1.gif
File Size: 14.3 KB

User Comments Showing comments 1-3

Posted By: EarthQuake on Dec 24 2003 at 05:47:01
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)

Posted By: Doofus on Feb 13 2004 at 01:20:53
Very true. Thank you for pointing that out.

Posted By: Eps on Sep 03 2004 at 19:28:18
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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