VERC: Half-Life Skys Last edited 6 years ago2018-07-07 00:35:21 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.
To show sky in Half-Life, use the generic texture named SKY wherever you want the sky to appear, then you set the actual sky name as the value of the "environment map (cl_skyname)" property in the Map Properties (accessible through the Map menu). Below are the valid sky names and their corresponding lateral textures (the top and bottom texture of the skybox has been left out to make for easier formatting).

Note: when setting the name of the sky in the editor, do not put cl_ in front of the skyname. For example, 2desert is correct, while cl_2desert is not correct.

Due to the high graphical content of this page, its load time may be lengthy.
2desert2desert
alien1alien1
alien2alien2
alien3alien3
blackblack
citycity
cliffcliff
desertdesert
duskdusk
morningmorning
neb1neb1
neb6neb6
neb7neb7
nightnight
spacespace
xen8xen8
xen9xen9
xen10xen10
This article was originally published on the Valve Editing Resource Collective (VERC).
TWHL only archives articles from defunct websites. For more information on TWHL's archiving efforts, please visit the TWHL Archiving Project page.

Comments

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