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Hello !

So this is my first tutorial, its really, really basic, but I think creating skyboxes is one of the primary things you need to know before you start the mapping.

Situation # 1: the boxed room

So, my first situation where we will create a skybox. This a map set-up that most newbies should recognize: the boxed room. You've just learned how to create rooms, handle light entities and basic clipping of objects ... and now it's time for the skyboxes.

This is a picture our setup (the computer workspace in the middle is just to make it "feel" a little more like a room, and to make sure you know what's up and what's down). Make sure you have the default HL wads loaded.



Now, we want to get rid of the ceiling and look into the sky.

  • Select your ceiling (by clicking on it in the camera view or selecting it on 1 of the grids).
  • Hit the "replace textures"-button
  • A window will pop up. You'll have to select your current ceiling texture in the "Find" box ... you can easily find this by hitting the browse button and select it from the list. (make sure "only used textures" is checked.)
  • In the "Replace" box, you'll have to select the sky-texture. (In this guide, we will use the default HL skybox (desert), but remember that this can be customized at any time). Hit the browse button, and filter the textures by using the word "sky". Double click on one of the tiny squares and hit "OK" in the Replace-textures window.

    You can change Skyboxes by going to Map > Map properites > CL_Skyname

    Find a complete Halflife sky list
    here: http://www.vlatitude.com/resources/hl_sky.php.





Your ceiling should have a light-blue colour now. Compile your map.
It should look like this:



Remember, for windows (with or without glass), ceiling holes and other more complicated stuff, you can use the same method. Just make sure everything fits exactly. (to prevent leaks and/or ugly skyboxes)

Situation #2: outside environments

To keep it simple, we will continue with the setup we had after situation #1.

The only thing we have to change are the wall-textures.
Select them. (not the floor.)



Use the same method as described in situation 2 to replace the textures with "sky" textures.

It should look like this now:



Compile your map. Who doesn't like some fresh air when programming ?



Remember, when you're creating realistic outside environments, you should mark the edge of your map with fences, or even better: with solid stuff like rocks or walls or trees ... this is also to prevent people from looking down to the skybox ... (you can also clip it at the place where people should'nt look over the edge of your map.)

(many thanks to Leperous, Fraggard, Jinx and Tracer bullet, the friendly dudes who explained me how to do this.)


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Discussion
0 starsPosted by Hornpipe2 on Wed Jul 25th 2007 at 6:37pm

Here is another source for the sky list.
<a href="http://www.gamedesign.net/node/558" target="_blank">http://www.gamedesign.net/node/558</a>

Good tutorial btw - it doesn't encourage surrounding your whole level with a big hollowed out sky box, so that's a big plus : ) A couple more things:
* Faster retexture: Select your ceiling brush, bring up the Texture Application panel, browse for and double-click the SKY texture, and finally hit Apply.
* Would have liked to see the light_environment entity covered here
* Clipping deserves a mention - when using the old Q-series compile tools, the sky doesn't clip players so you can walk through it and fall out of the level! (It is actually treated as a liquid, so it's possible to 'swim' all over most of the map if you can manage to touch the skybox). ZHLT by default adds clip brushes to every SKY texture, but you can disable that behavior with a command line switch.
0 starsPosted by **Dedi** on Fri Dec 31st 2004 at 4:16am

Hi. I've tried the link of the skynames but it doesn't work. Got any alternatives?
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