I have read both of these tutorials but I have a few questions.
http://www.snarkpit.com/editing.php?page=tutorials&id=108&highlight=3d,skybox
http://www.valve-erc.com/srcsdk/Levels/3d_skyboxes.html
First question: Is it necessary to create reference geometry at 0,0,0 and then shrink it down to 1/16th scale? Or is that just the easiest way to make sure everything lines up?
I tried skipping this step and just creating some brushes at 1/16th scale to begin with. I also didn't do it at 0,0,0 but just some random spot outside of my map. When I load up my map, I see the 3D skybox, but it's off to the side - not at all where I expected it to be. In other words, my perspective in the map is NOT where I placed the sky_camera entity.
Second question: Let's say my map is 1000 units tall. Does my 3D skybox have to be large enough to surround my entire map? Obviously it's going to be scaled down so it's not really that large, but when the engine blows it up, does it need to surround the rest of my map?
The reason I ask is that I have a map that's very large and my skybox is not as big as the map. When I load it up I get some weird rendering issues. When I look around I get behavior similar to when I haven't defined a valid sky texture. But it's all over - when looking at regular brushes too. And it will do it for a second, then all of a sudden it will pop and look fine.
[addsig]


