Skybox help

PrivateerMan

L1: Registered
Apr 17, 2018
40
17
Why do some skyboxes look like this

https://imgur.com/vMJcbgy

vMJcbgy

(sky_night_01)
While others look like this?

https://imgur.com/GcemcZ4

GcemcZ4

(sky_morningsnow_01)
How do I make it that the skybox doesn't just repeat itself after the lower boundary has been reached, and instead stretches downwards? Because honestly, I'd much rather deal with that than just the sky appearing in the ground.
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
This has nothing to do with leaks, those parts simply aren't meant to be visible in a finished map.
Yep, most skybox makers only bother making half the skybox because they expect the bottom half to be covered up by the map itself, usually achieved via a 3D skybox that uses mountains, buildings, skycards, or other objects to block the player's view of the bottom half of the skybox. For example, koth_viaduct uses the second skybox you showed, but hides the bottom half using snowy hills and tree skycards.
 

PrivateerMan

L1: Registered
Apr 17, 2018
40
17
Yep, most skybox makers only bother making half the skybox because they expect the bottom half to be covered up by the map itself, usually achieved via a 3D skybox that uses mountains, buildings, skycards, or other objects to block the player's view of the bottom half of the skybox. For example, koth_viaduct uses the second skybox you showed, but hides the bottom half using snowy hills and tree skycards.
Yes, but that still doesn't answer my question. Why are some halved skyboxes just repeated like morning snow, while others have their bottom half turn into Avengers: Infinity Stretch? They have identical VMT and VTF settings, so what's causing this difference?
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
I don't know. When I was looking at koth_viaduct, which uses morning snow (according to the Valve Dev Wiki), I saw the stretching effect, not the repeating effect.
 

PrivateerMan

L1: Registered
Apr 17, 2018
40
17
I don't know. When I was looking at koth_viaduct, which uses morning snow (according to the Valve Dev Wiki), I saw the stretching effect, not the repeating effect.
After tinkering around a bit, I have noticed a few oddities:
  • The renders of the skyboxes were made in SFM, but morningsnow was like that in TF2 as well
  • After verifying TF2's file cache, the morningsnow skybox returned to normal, so that oddity is fixed, at least.
  • However, after doing the same for SFM, it's still doubled, and the same goes for extracting TF2's textures and materials into SFM's files.
  • I also noticed that compared to TF2, SFM's version of this particular skybox is more washed out and grey-ish.
Since I mainly make and edit maps for usage in SFM, this presents a problem for me. However, I understand that this site and forum is mainly for things related to TF2, not it's software cousin, so thank you anyway for the attempted help.