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On this page
  • Adding sky to a map
  • Changing the displayed skybox
  • Skybox Lighting
  • Creating a Custom 2D Skybox Texture
  • Creating a 2D skybox for Goldsource, using Source
  • Source & reference

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  1. Documentation
  2. Textures
  3. Skybox Basics

2D Skybox

A 2D skybox is a skybox that lacks geometrical depth, consisting only of a skybox texture (without using the sky_camera entity to display a 3D miniature model).

PreviousSkybox BasicsNextLightmap

Last updated 5 years ago

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A 2D skybox is a that lacks geometrical depth, consisting only of a skybox texture (without using the entity to display a 3D miniature model).

Adding sky to a map

In-game, the skybox will be seen through each surface that toolsskybox is applied to.

toolsskybox Brushes do not need to be box-shaped.

**Note:**You should avoid making a skybox by drawing a big hollowed out cube with the Skybox texture around your map.


Changing the displayed skybox

If you don't like the standard "sky_day01_01" sky, you can change it by setting the skybox name in Hammer's Map Properties dialog. With the correct map opened, follow these steps:

  1. Choose Map Properties... from the drop down list

  2. In the Object Properties window, select the Skybox Texture Name field.

  3. Replace the sky listed there with the name of the skybox you wish to display.

Skybox Lighting

To make sense of it all, just make sure you have only one of each of these entities in your map, and that the Pitch and Yaw <angles> are set the same for all three of them. (Pitch is equivalent to the Sun's angle of elevation from the ground, and Yaw is its compass bearing.)

Creating a Custom 2D Skybox Texture

  1. Prepare your image files. You need six images of the same resolution:

    • <skyname>BK

    • <skyname>DN

    • <skyname>FT

    • <skyname>LF

    • <skyname>RT

    • <skyname>UP

  2. Create materials for each texture in \materials\skybox\, using the following template:

unlitgeneric
{
	$basetexture "<VTF>"
	$hdrcompressedtexture "<VTF>"
	$nofog 1
	$ignorez 1
}

It is possible to create an area of your map into a 2D Skybox to be used in Goldsource (the HL1-engine). Here's an simple example:

  1. Create a large outdoor area with some displacement maps and treelines, and fog to hide the edges. Lets call it carrotjuice .

  2. Load the map ingame and turn cheats on ( sv_cheats 1 ).

  3. Activate the noclip-mode by simply opening the console and enter "noclip" and hit Enter.

  4. Fly to the center of where you want the skybox.

  5. Open up the console and type "mat_envmaptgasize 256", hit Enter.

  6. Now type "envmap" and press Enter. Now, 6 TGA-files are now created and saved into a folder named "cubemap_screenshots" in your modfolder ( i.e. for Portal 2: Steam\SteamApps\common\Portal 2\portal2 ).

Since the mapname was carrotjuice , the name of the 6 TGA-files are as following:

carrotjuicert.tga (Right)
carrotjuiceft.tga (Front)
carrotjuicelf.tga (Left)
carrotjuicebk.tga (Back)
carrotjuiceup.tga (Up)
carrotjuicedn.tga (Down)

You can now copy or move these to your HL1-mods gfx\env-folder, to use it as skybox in a level.

Source & reference

Simply texture a (not a ) with the or (if you are mapping for the ) the material.

**Note:**In the default skybox has visible seams. This is not your fault. See the next section for how to change the default.

See also

Go to the

Skybox Lighting enters the map through every -textured , representing direct sun/moonlight and diffuse skylight. Its basic properties are controlled by three entities used in combination (four in some games):

defines the direction, color and intensity of the direct sunlight, and the color and intensity of the diffuse skylight.

defines the color, direction, and attenuation distance of the that are created by light_environment. Dynamic shadows will be buggy and unconfigurable without this entity.

places a glowing sprite in the skybox to represent the Sun's apparent position in the sky.

casts harsh, real-time shadows onto the map, usually copying settings from the light_environment. only.

These lighting settings - direction, color, brightness, etc are fairly specific to the actual image used for the 2D skybox. The article suggests some settings for official game skyboxes. The entity defines which to use. Also note that fog will look wrong if 's settings don't correspond to the particular skybox in use. Note:Pitch can be overriden for light_environment and env_sun, but not shadow_control. The Pitch override also cannot be switched off and its rotation is measured counter-clockwise from the horizontal (so straight down is -90°) whereas the **<angles> Pitch'**s rotation is clockwise (so straight down is +90°). The workaround for this is to make sure your Pitch override merely repeats the <angles> value; for example, if your shadow_control, light_environment and env_sun <angles> are "45 -60 0", set the Pitch override to "-45".

Make sure that you enable "Clamp S" and "Clamp T" flags or you'll see seams when running with lower texture detail.

Now, in , go to Map > Map Properties > Skybox Texture Name and type in your skybox name without any side tags.

Creating a 2D skybox for , using Source

Source:

world brush
brush entity
tools/toolsskybox
Orange box
tools/toolsskybox2d
HL2
Sky List
Map menu
toolsskybox
brush
light_environment
shadow_control
dynamic shadows
env_sun
Convert them to VTF.
Hammer
Goldsource
https://developer.valvesoftware.com/wiki/Skybox_(2D)
skybox
sky_camera
env_cascade_light
Sky List
worldspawn
skybox
env_fog_controller