SKY texture Last edited 16 years ago2008-06-11 08:13:23 UTC

You are viewing an older revision of this wiki page. The current revision may be more detailed and up-to-date. Click here to see the current revision of this page.

This article was converted from a previous version of TWHL and may need to be reviewed

  1. The formatting may be incorrect due to differences in the WikiCode processing engine, it needs to be revised and reformatted
  2. Some information may be out of date
  3. After the article is re-formatted and updated, remove this notice and the Review Required category.
  4. Some older articles are no longer useful, or they duplicate information from other pages. In this case, delete the page after merging any relevant information into other pages. Contact an admin to delete a page.
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.

3 Comments

Commented 5 years ago2019-05-16 21:06:41 UTC Comment #101990
Correction: the "treat as one" in Hammer Editor's texture application tool is not intended to apply a texture on all the faces of a brush at one time. Instead, use SHIFT+click to select all faces and CTRL' to select multiple objects.
Commented 2 years ago2021-12-28 19:42:34 UTC Comment #103911
Me: When you have a custom GoldSrc skybox, is there any reason to include BMP files? Are they used anymore? Or just the TGAs?
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
Commented 10 months ago2023-12-16 12:02:30 UTC Comment #105742
I found that compiling with VHLT will make sky lighting not work on sky brushes that aren't all textured with sky texture, making that particular brush not emit skylight.

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.

You must log in to post a comment. You can login or register a new account.