![]() ![]() ![]() Of course, this example skybox is very basic, but the theory can be used in very creative ways. This will show the skybox texture in-game. A 3D skybox can be constructed with brushes, displacements, static and dynamic props, lights, brush entities, and point entities (such as env_sprite).įinally, surround your complete skybox with the 'toolskybox' texture.A 3D skybox can not contain prop_physics and other physics entities, info_player_start, NPCs or monsters.You'll be using the prop_static entity for stuff in the skybox. Remember: models are not necessary, but they add a nice touch. I've just gone into props_buildings and selected a few of the _skybox models. Only use models with '_skybox' on the end. Don't use normal models unless you want a massive dumpster or something. I've also put a nice road down (texture scale is 0.0625). (you can uncheck the entity visgroup so you can work around the sky_camera). Use a brush or displacement for the ground - I'll use a brush. This sky_camera is the main one - it has to be in the right place as it is in relation to where 0,0,0 is in your map.įor the example, I'll just make a simple skybox, but it can be as complex as you want. Make sure you don't move the reference brushes or the sky_camera from now on. You should now have a very small version of your reference brushes, as well as another sky_camera. Keeping everything selected, go to tools -> transform, select the 'scale' radio button and type '0.0625' in all 3 x, y, and z text boxes and click OK. ![]() Select the reference brushes and the sky_camera, hold shift, and drag it out of your map completely, making a copy. Outer walls are usually the way to go - and sometimes the floor so you know high to make the skybox. You need to find some brushes in your map to use as a reference to build your skybox around. This is why I placed the walls around the floor. ![]()
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