Making own skies Created 20 years ago2004-09-20 14:28:19 UTC by Playbus Playbus

Created 20 years ago2004-09-20 14:28:19 UTC by Playbus Playbus

Posted 20 years ago2004-09-20 14:28:19 UTC Post #60832
I am busy building my second map, and everything is just peachy except one thing.

How can I incorporate a custom sky into my map? IE one I have drawn myself. I've tried putting it into my WAD file with the sky prefix on it's name, but it just appears as a normal texture, and no matter what I do in the Map properties box, I can only get the default half life skies. Advice please!

Once I have this sky thing sorted out, my new map will be virtually complete :D
Posted 20 years ago2004-09-20 14:29:48 UTC Post #60834
there are some tutorials on this, check places like www.snarkpit.com or http://collective.valve-erc.com/
Posted 20 years ago2004-09-20 14:30:58 UTC Post #60835
Thanks, I'll check those links out now. :)
Posted 20 years ago2004-09-20 17:29:59 UTC Post #60867
You can use Wally for formating to .tgs right?
Posted 20 years ago2004-09-20 17:45:21 UTC Post #60871
I thought you had to put the env images in the pack file under the gfx/env directory? That's where they are in in the HL pack file anyway.
Posted 20 years ago2004-09-20 20:33:22 UTC Post #60882
You can just make a folder gfx/env and put them in there. You don't need a custom .pak to have a custom sky.
Posted 20 years ago2004-09-20 23:02:51 UTC Post #60890
you need to create 6 files, .tga format, and name them with corrosponding xxxxxlt, xxxxrt, xxxxxdn, xxxxxxup, xxxxxxft, xxxxxxbk. xxxxx is the sky name and the lt, rt, dn, up, ft, and bk represent left, right, down, up, front, and back to the game engine.

Place all 6 files in your gfx/env folder. In "Map Properties" (under the header "Map" in Hammer) is a key called environment map (cl_skyname). Select it and enter the name of your texture, minus the lt - bk stuff... i.e. MySkylt, MySkyrt, MySkydn, MySkyup, MySkyft, MySkybk would be the textures you place in the mod/gfx/env folder and MySky is the name you place in the "environment map" block in Hammer.

There are certain requirements for the .tga file format, like 24 bit only and an absolute size (256x256 I think). Also, the pics should line up like you unfolded a cube. You'll have to see the tuts for that stuff.
Posted 20 years ago2004-09-21 01:01:03 UTC Post #60896
Only type 10 and 13 targas are suppored, afaik.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-09-22 01:19:48 UTC Post #61070
Yep. I would suggest creating a backup of a sky set. Then, when you've finished your modified sky, save them directly over the backup skyset and rename them. That why, the format is retained at it should work perfectly in Half-Life.
AJ AJGlorious Overlord
Posted 20 years ago2004-09-22 08:09:41 UTC Post #61119
Creating Skies This doesn't always load correctly.
Half-Life Skies
Half-Life Skies 2
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