VERC: Half-Life Skys Last edited 21 years ago2002-11-16 16:11:00 UTC

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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.
sky_2desert.jpgsky_2desert.jpg
2desert
sky_alien1.jpgsky_alien1.jpg
alien1
sky_alien2.jpgsky_alien2.jpg
alien2
sky_alien3.jpgsky_alien3.jpg
alien3
sky_black.jpgsky_black.jpg
black
sky_city.jpgsky_city.jpg
city
sky_cliff.jpgsky_cliff.jpg
cliff
sky_desert.jpgsky_desert.jpg
desert
sky_dusk.jpgsky_dusk.jpg
dusk
sky_morning.jpgsky_morning.jpg
morning
sky_neb1.jpgsky_neb1.jpg
neb1
sky_neb6.jpgsky_neb6.jpg
neb6
sky_neb7.jpgsky_neb7.jpg
neb7
sky_night.jpgsky_night.jpg
night
sky_space.jpgsky_space.jpg
space
sky_xen8.jpgsky_xen8.jpg
xen8
sky_xen9.jpgsky_xen9.jpg
xen9
sky_xen10.jpgsky_xen10.jpg
xen10
This article was originally published on the Valve Editing Resource Collective (VERC).
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