How do i make a sky!!!!!! Created 20 years ago2004-11-04 22:28:37 UTC by SoylentGreen202 SoylentGreen202

Created 20 years ago2004-11-04 22:28:37 UTC by SoylentGreen202 SoylentGreen202

Posted 20 years ago2004-11-04 22:28:37 UTC Post #71586
Yes i know this was in the tutorial but i cant figure it out. How do i make a sky? the tutorial says that "This is actually pretty simple: create a cube that surrounds your entire level (doesn't have to be any particular size, it just needs to go around everything), and give it the 'sky' texture." whats the 'sky' texture, i can't find it anywhere? Please explain this to me step by step like im really stupid.
Posted 20 years ago2004-11-04 22:57:28 UTC Post #71588
No, no no! Don't create a cube! Just place a wall where you want sky, and cover it in SKY instead.

As for the location of the texture itself, it's in halflife.wad, with the name, er, sky. It's just a wonderful lt. blue color.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-11-05 01:37:47 UTC Post #71595
The "sky" texture needs to be applied to all sides of a brush. Don't make an entire cube of "sky" texture. Here's an example of an outdoor area. Picture a street. One end is a dead end into a wood fence with crates piled up high. A building is on each side of the street and each building has doors and windows accessible to their respective insides. The other end of the street is a tunnel into a cliff face that you can't enter. The cliff wall with the tunnel reaches up to the SKY. The buildings reach up to the SKY. The wood fence actually touches a horizon, which is SKY, and that SKY brush reaches up to touch the SKY. They all reach up to a block that caps off your map, and it's textured with SKY. If you can picture this, only the top brush holding your map together is SKY, along with one brush, between the buildings, that is also SKY.

Or you could make a hole for a window and place a brush in that hole, like a glass, except you texutre it (all sides) with SKY. In your game, it will have the sky you designated.

To find the sky texture, you should add the halflife.wad to Hammer. Then "browse" the textures and filter (at the bottom) with the word sky. It will be, as RabidMonkey says, a sky blue colored texture.

Your map needs to have a light_environment or a light_spot that has it's "is sky" set to yes. If you use the light_environment, the light will come from all around you... if you use the light_spot, you can adjust the angle of the "sunlight" so that it looks like sunset.

Hope all this helps.
Posted 20 years ago2004-11-05 20:23:29 UTC Post #71851
ack! check the links page for zoners half life tools. they're much better compiling tools than the ones that come with hammer (they were designed for quake maps!).
Posted 20 years ago2004-11-05 21:19:53 UTC Post #71858
ah, your mapping in steam. the problem is probably the @ in your steam ID. check the steam setup tutorial.
Posted 20 years ago2004-11-05 22:54:53 UTC Post #71862
ack! check the links page for zoners half life tools. they're much better compiling tools than the ones that come with hammer (they were designed for quake maps!
What the hell?

** Executing...
** Command: C:Sierrahlcsg.exe
** Parameters: "c:documents and

Last time I checked the HL prefix means ZHLT.
Boofy noob, ministeve.
Posted 20 years ago2004-11-05 23:02:40 UTC Post #71863
Error: Entity 59, Brush 0: SKY brushes not allowed in entity
Error: Brush type not allowed in entity
A brush with a sky texture can't be an entity. Move the sky brush to world.
Trapt Traptlegend
Posted 20 years ago2004-11-06 13:02:50 UTC Post #71956
actually rad brad, it doesnt have to be aplied to all sides..
i made a spherical world and i applied the sky texture to the inside top, and u can still see the natrual brush texture on the outside
Posted 20 years ago2004-11-06 19:00:47 UTC Post #71997
Ah... I've never tried it. I was told "all six sides" and never needed to try otherwise.
Posted 20 years ago2004-11-07 07:28:19 UTC Post #72073
The "sky" texture needs to be applied to all sides of a brush.
zooyorkbmxer has the right answer... No.

An upgrade somewhere along the line to ZHLT removed the problem associated with using sky on single faces.
Some people used it as a 'Null" texture. Very popular for a while there... before "null" came along and stole the thunder.

I am surprised that no one is using ZHLT 3.
Posted 20 years ago2004-11-07 07:55:01 UTC Post #72074
.NET Framework in alot of cases.
Posted 20 years ago2004-11-07 08:45:33 UTC Post #72084
Last time I checked the HL prefix means ZHLT.
Boofy noob, ministeve.
if you must know, i made a random assumption from the "windows reported the error" thingy. thought that only happened in qtools.
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