Skylist - which can we use?

Open Blade

L420: High Member
Nov 30, 2007
439
34
I am in need of a much darker sky then the stock TF2 skies. I looked at an older night map called lazytown nightime and it was using the sky_day01_09. I tried that and it worked. But I need darker, like true night time. There is a skybox on that list called night but when I tried it, the sky was all whack when I ran the map. What can we use from the valve skylist? Thanks.
 

ChronoTriggerFan

L420: High Member
Feb 3, 2008
434
73
Ok, first of all, night does not work very well at all in TF2. Visibility is a key point in the game, and if you can't tell a spy from a heavy, there is a problem.

For getting a night time skybox, you would have to create your own. But as I said, night and TF2 don't mix.
 

Spacemonkeynz

L5: Dapper Member
Jan 31, 2008
234
52
I say create your own, it's pretty easy, for a nighttime one, you would just need black, maybe some stars.

I would recommend terragen, you can use that to make a good looking night time skybox

However make sure you maps has lots of lights, spots lights and stuff everywhere.
 

Ida

deer
aa
Jan 6, 2008
2,289
1,372
Uh...Gravel Pit? I think that's very dark. Probably not night, but I think it's dark enough.
 

Snipergen

L13: Stunning Member
Nov 16, 2007
1,051
150
Please no nighttime, lazytown night proved that it doesn't work.
But if you want one, you should make one yourself.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
Oilrig looks tolerable but most of it is flooded with bright lights anyway. The outside looks terrible for defining player classes. You'd think it would be pretty simple to tell between red and blu but as brightness goes down so does destinguishability, when a player gets into even into mildly dark area's they may keep their outline hints but their colour gets desaturated. You'll see someone's there but not who or what they are. It's not about the map itself, it's about the characters and rendering system for those characters that make TF2 what it is. Some things are just unavoidable.
 

Open Blade

L420: High Member
Nov 30, 2007
439
34
I used the Borealis skybox. It's grainy but it's really only for the dark appearance outside the walls. This was a small gimick map with lots of lights so it works. It may not look the best but so sick of every map being sunny and bright.

For the record, I know the skybox on Gravil Pit looks a little dark but that map doesn't feel like night at all. Dusk is even pushing it a little bit.

I did find out though that stock TF2 skies will look better if you add the hdr at the end of the name. Saw that tip on valve site. Never new that. Just curios though if you have to check the HDR box when you compile map?

Another thing, when I compiled and ran map, I used the build cubemaps commands and they are confusing. Some of them say something about can't save multiplayer. Does that mean something is wrong?


This is what I did basically:

mat_specular 0
buildcubemaps
mat_hdr_level 0 (to go to LDR)
map mapname (to reload map)
buildcubemaps
mat_hdr_level 2 (to go back to HDR)
map mapname (to reload map)
mat_specular 1
 

Altaco

L420: High Member
Jul 3, 2008
484
120
I used the Borealis skybox. It's grainy but it's really only for the dark appearance outside the walls. This was a small gimick map with lots of lights so it works. It may not look the best but so sick of every map being sunny and bright.

For the record, I know the skybox on Gravil Pit looks a little dark but that map doesn't feel like night at all. Dusk is even pushing it a little bit.

I did find out though that stock TF2 skies will look better if you add the hdr at the end of the name. Saw that tip on valve site. Never new that. Just curios though if you have to check the HDR box when you compile map?

Another thing, when I compiled and ran map, I used the build cubemaps commands and they are confusing. Some of them say something about can't save multiplayer. Does that mean something is wrong?


This is what I did basically:

mat_specular 0
buildcubemaps
mat_hdr_level 0 (to go to LDR)
map mapname (to reload map)
buildcubemaps
mat_hdr_level 2 (to go back to HDR)
map mapname (to reload map)
mat_specular 1

No, nothing's wrong. When you change mat_hdr_level, the game automatically saves, and you can't save in multiplayer. The command still works but it doesn't save.