3D skybox clarification

tyler

aa
Sep 11, 2013
5,102
4,621
So I have read all the tutorials and things -- threads, the guide here, the VDW bit -- and I still just don't understand how this works. I would like if someone could lay it out for me in like, five sentences max.

I am getting a lot of what seems like conflicting reports.

This is what I think I should do:

Put the sky_camera at 0,0,0. Copy and paste it and notable surrounding geometry. Scale to .625. Add skybox elements. Wrap in another toolsskybox hollow cube. Make sure there is an identical light environment entity in the 3D box.

Should there be a sky camera in the 3D skybox or does it stay at 0,0,0?

Right? I think that's it, but I don't really want to spend the time if it isn't. It seems like -- from looking at Hoodoo and Egypt and Upward -- that that isn't exactly what is happening? I just need someone to clear it up for me. Do I have the right idea?
 
Sep 1, 2009
573
323
If i remember right you delete the one at 0,0,0 as that is just a reference for the sky camera. The one you want is the one left in the skybox......I think thats it..i haven't made one in a long time
 

Psy

The Imp Queen
aa
Apr 9, 2008
1,706
1,491
The sky_camera should be inside the 3D skybox and the reference sky_camera in the world (main map) should be removed.
 
Sep 1, 2009
573
323

tyler

aa
Sep 11, 2013
5,102
4,621
Should I move my map so that 0,0,0 is closer to where the 3D skybox starts in my world in order to have a smaller 3D skybox or does that not matter very much?
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
The distance between the origin and the 3d skybox doesn't matter; you can have the 3d skybox all the way in a corner of the grid, although that's not recommended. I suggest making sure that your playable area is about centered around the origin, which will make setting up your 3d skybox easier.