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This is a special texture used in mapping, applied to a brush to represent the sky. The actual texture shown during play is controlled by the map properties setting 'Enviroment Map (cl_skyname)'. The default is 'desert'. Custom skies are normally added to the 'gfx/env/' folder and then selected in the map properties before compiling. You can find all the sky names that come with HL by looking in the 'gfx/env/' folder in the 'pak0.pak' file.
The Sky texture MUST be applied to all faces of the brush, so select "treat as one", when applying Sky textures.
Sky texture applied to brushes is treated differently during rendering. It does not generate extra wpoly's as normal texture does. Some tutorials tell you that it is good idea to use sky texture as a filler for large unseen areas, I have no evidence that this is a good method of reducing r_speeds, when the hint and skip textures are available.
Admer: Yeah, software mode I think
func_cambreaKable: software mode uses tga's too though
func_cambreaKable: i have only tga skyboxes in WAR and they work on software mode
Mikko: software mode falls back to tgas if bmps can't be found
Mikko: bmps can be used by gl too if you have an old graphics card that supports those paletted texture extensions
It's also particular about having different sky "ceiling" brushes at different levels. Hard to explain why; I think it can only emit light from one side, and so having one sky brush act as both wall and ceiling of a skybox makes it only emit light on the wall side. So it might mean one sky brush emits light on only one face.
My solution was to have rooms with sky be at only one ceiling level each.