This is a Visual Guide of the different sky textures included in Half-Life and how to add them to your map.
The sky texture is included in the halflife.wad
and represented by a light blue colour texture named sky.
Simply select the brush you want to have as sky and add the sky texture to it. In most editors, the brush will remain blue and you will not be able to see the actual sky in the 3D or texture window of the editor.
To define the type of sky you want, you will have to change the Worldspawn
properties and add the skyname.
Most editors achieve this by adding a Key and a Value, such as:
Value: The name of the sky you want to use.
Hammer allows you to enter the skyname directly into the worldspawn properties, but don't be fooled by the cl_
tag, just enter the skies short name.
Where the sky comes from:
The in-game skies are located in the Half-Life\valve\gfx\env
folder. If they are not there then you will have to unpack your Pak0.pak
file. They are presented in two formats, .bmp
and or .tga
Notes for making your own sky:
If you want to make your own sky set you need to follow these guidelines:
The size of the picture files:
- Width = 256 pixels
- Height = 256 pixels
- Resolution = 72 DPI
- Format is *.bmp and *.tga
The Names of the images:
- The ground = namedn
- The ceiling = nameup
- Front side = nameft
- Left side = namelf
- Back side = namebk
- Right side = namert
And they have to be placed in the same folder as all the other skies, Half-Life\valve\gfx\env. You will find more information on creating custom skies in the tutorial: RUST: Creating Environment Maps With Terragen
A visual reference to Half-Life Skies