[article] Sky boxes for Newbies

[article] Sky boxes for Newbies

Re: [article] Sky boxes for Newbies Posted by Forceflow on Sun Jul 18th 2004 at 3:20pm
Forceflow
2420 posts
Posted 2004-07-18 3:20pm
2420 posts 451 snarkmarks Registered: Nov 6th 2003 Occupation: Engineering Student (CS) Location: Belgium
This is a discussion topic for the article "Sky boxes for Newbies" by Forceflow which can be found here

Article description:

Creating skyboxes around your map.
Loading embedded content: Article #46
Re: [article] Sky boxes for Newbies Posted by **Dedi** on Fri Dec 31st 2004 at 4:16am
**Dedi**
284 posts
Posted 2004-12-31 4:16am
**Dedi**
member
284 posts 39 snarkmarks Registered: Dec 21st 2004 Location: Melbourne, Australia
Hi. I've tried the link of the skynames but it doesn't work. Got any alternatives?
Re: [article] Sky boxes for Newbies Posted by Hornpipe2 on Wed Jul 25th 2007 at 6:37pm
Hornpipe2
636 posts
Posted 2007-07-25 6:37pm
636 posts 123 snarkmarks Registered: Sep 7th 2003 Occupation: Programmer Location: Conway, AR, USA
Here is another source for the sky list.
http://www.gamedesign.net/node/558

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.