- Jan 2, 2009
- 774
- 133
There are other skybox tutorials, most notably the one I learned most of the following from:
http://forums.tf2maps.net/showthread.php?t=116
but as they still left me slightly confused, I thought I'd try to put one together for those of us that are less gifted
This tutorial assumes that you have a map already that you want to build a skybox for. The map being used for the tutorial is very small, so if yours looks much larger, that's completely normal
1. CLEAR THE ORIGIN'S PLANES
The origin is the very center of the mapping environment made available to you in hammer. When you zoom the front, side, and top views very far out, you can identify the origin by the intersecting teal lines.
As you can see in the side view, part of my map intersects one of the origin lines, and to avoid future complications*1 it's best to grab the whole map and move it off the teal lines at this point.
YAY!
2. STEAL A VALVE ENVIRONMENT
The quickest and dirtiest way is to snatch the entities from the environment gallery that acegikmo posted here: http://forums.tf2maps.net/downloads.php?do=file&id=916
Just pick the environment you want and click on the group of entities in the middle of it. Select copy, go back to your map, and paste them near your own entities.
!Important! - If you do this, select the light environment entity, and copy the comment section - then open the map properties and paste the comment into the "skybox texture name" field (see below).
3. ENCASE YOUR MAP IN A SKYBOX ROOM
Make 6 walls, a floor, and a ceiling around your map using tools/toolsskybox texture. I go 64 units thick to be on the safe side.
*1 - skybox in a solid error
http://forums.tf2maps.net/showthread.php?t=116
but as they still left me slightly confused, I thought I'd try to put one together for those of us that are less gifted
This tutorial assumes that you have a map already that you want to build a skybox for. The map being used for the tutorial is very small, so if yours looks much larger, that's completely normal
1. CLEAR THE ORIGIN'S PLANES
The origin is the very center of the mapping environment made available to you in hammer. When you zoom the front, side, and top views very far out, you can identify the origin by the intersecting teal lines.
As you can see in the side view, part of my map intersects one of the origin lines, and to avoid future complications*1 it's best to grab the whole map and move it off the teal lines at this point.
2. STEAL A VALVE ENVIRONMENT
The quickest and dirtiest way is to snatch the entities from the environment gallery that acegikmo posted here: http://forums.tf2maps.net/downloads.php?do=file&id=916
Just pick the environment you want and click on the group of entities in the middle of it. Select copy, go back to your map, and paste them near your own entities.
!Important! - If you do this, select the light environment entity, and copy the comment section - then open the map properties and paste the comment into the "skybox texture name" field (see below).
3. ENCASE YOUR MAP IN A SKYBOX ROOM
Make 6 walls, a floor, and a ceiling around your map using tools/toolsskybox texture. I go 64 units thick to be on the safe side.
*1 - skybox in a solid error