Skybox (2D): Difference between revisions
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*Copy your new [[VTF]] and [[VMT]] files into the skybox folder. | *Copy your new [[VTF]] and [[VMT]] files into the skybox folder. | ||
*In [[Hammer]], go to Map > Map Properties > Skybox Texture Name and type in your skyname, without the side tags. | *In [[Hammer]], go to Map > Map Properties > Skybox Texture Name and type in your skyname, without the side tags. | ||
==Creating a 2D skybox for Goldsource, using Source== | |||
It is possible to create an area of your map into a 2D Skybox to be used in Goldsource (the HL1-engine). Here's an simple example: | |||
# Create a large outdoor area with some displacementmaps and treelines, and fog to hide the edges. Lets call it ''' ''carrotjuice'' '''. | |||
# Load the map ingame and turns cheats on ( ''sv_cheats 1'' ). | |||
# Activate the noclip-mode by simply opening the console and enter "'''noclip'''" and hit Enter. | |||
# Fly to the center of where you want the skybox. | |||
# Open up the console and type "'''mat_envmaptgasize 256'''", hit Enter. | |||
# Now type "'''envmap'''" and press Enter. Now, 6 TGA-files are now created and saved into a folder named "cubemap_screenshots" in your modfolder ( i.e. for HL2DM: ''Steam\SteamApps\youraccount\Half-Life 2 Deathmatch\hl2mp'' ). | |||
Since the mapname was '' '''carrotjuice''' '', the name of the 6 TGA-files are as following: | |||
carrotjuicert.tga ''(Right)'' | |||
carrotjuiceft.tga ''(Front)'' | |||
carrotjuicelf.tga ''(Left)'' | |||
carrotjuicebk.tga ''(Back)'' | |||
carrotjuiceup.tga ''(Up)'' | |||
carrotjuicedn.tga ''(Down)'' | |||
You can now copy or move these to your HL1-mods gfx\env-folder, to use it as skybox in a level. | |||
[[Category:Material System]] | [[Category:Material System]] |
Revision as of 13:20, 28 June 2005
In Source, the skybox is a series of six images, joined together to make a cube. The cube is then locked to the player's viewpoint and acts as the most distant area of a map, usually the sky. Because the skybox is fixed to the player's viewport, it never changes perspective, allowing the cube to appear as a seamless whole.
Creating a 2D skybox
- Prepare your TGA files (i.e. skynameBK.tga, skynameFT.tga, skynameUP.tga, skynameDN.tga, skynameRT.tga, skynameLF.tga)
- Convert the TGA images to VTF (this will create a $SKYNAME.txt which you will later edit then rename to $SKYNAME.vmt)
- After conversion, open the .txt and add:
"UnlitGeneric" { // Original shader: BaseTexture "$basetexture" "skybox/$SKYNAME" "$nofog" 1 $ignorez 1 }
- For each file, append the appropriate image tag to the sky name (i.e. bk, ft, rt, lf, up, dn)
- Rename the .txt files to .vmt
- Now go into your mod's materials folder and create the folder skybox.
- Copy your new VTF and VMT files into the skybox folder.
- In Hammer, go to Map > Map Properties > Skybox Texture Name and type in your skyname, without the side tags.
Creating a 2D skybox for Goldsource, using Source
It is possible to create an area of your map into a 2D Skybox to be used in Goldsource (the HL1-engine). Here's an simple example:
- Create a large outdoor area with some displacementmaps and treelines, and fog to hide the edges. Lets call it carrotjuice .
- Load the map ingame and turns cheats on ( sv_cheats 1 ).
- Activate the noclip-mode by simply opening the console and enter "noclip" and hit Enter.
- Fly to the center of where you want the skybox.
- Open up the console and type "mat_envmaptgasize 256", hit Enter.
- Now type "envmap" and press Enter. Now, 6 TGA-files are now created and saved into a folder named "cubemap_screenshots" in your modfolder ( i.e. for HL2DM: Steam\SteamApps\youraccount\Half-Life 2 Deathmatch\hl2mp ).
Since the mapname was carrotjuice , the name of the 6 TGA-files are as following:
carrotjuicert.tga (Right) carrotjuiceft.tga (Front) carrotjuicelf.tga (Left) carrotjuicebk.tga (Back) carrotjuiceup.tga (Up) carrotjuicedn.tga (Down)
You can now copy or move these to your HL1-mods gfx\env-folder, to use it as skybox in a level.