Half-Life Sky List: Difference between revisions

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(Added c2a2 and c2a4 map lighting values)
(Added c2a5 maps lighting values)
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{{stub}}
</noinclude>
</noinclude>
These skyboxes are available to [[Half-Life]] and all games and mods using the [[Goldsource|GoldSource Engine]].
These skyboxes are available to [[Half-Life]] and all expansions and mods utilizing its contents.
<br>
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{{note|Some maps have multiple [[light_environment]] entities. If so, every light setting will be listed.}}
{{note|Some maps have multiple [[light_environment]] entities. If so, every light setting will be listed.}}
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|-
|-
!colspan="4"| cliff<br/>[[Image:cliff.png]]
!colspan="4"| cliff<br/>[[Image:cliff.png]]
|-
| c2a5a
| 180
| -60
| style="background: #faf0c8; color: black"|{{vec4|250|240|200|100}}
|-
|-
!colspan="4"| desert<br/>[[Image:desert.jpg]]
!colspan="4"| desert<br/>[[Image:desert.jpg]]
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| -50
| -50
| style="background: #3c3723; color: white"|{{vec4|60|55|35|300}}
| style="background: #3c3723; color: white"|{{vec4|60|55|35|300}}
|-
| c2a5
| 45
| -65
| style="background: #faf0c8; color: black"|{{vec4|250|240|200|100}}
|-
| c2a5b
| 309
| -60
| style="background: #faf0c8; color: black"|{{vec4|250|240|200|100}}<br>{{vec4|250|240|200|200}}
|-
| c2a5c<br>c2a5d
| 270
| -60
| style="background: #faf0c8; color: black"|{{vec4|250|240|200|100}}
|-
| c2a5e
| 45
| -40
| style="background: #faf0c8; color: black"|{{vec4|250|240|200|120}}<br>{{vec4|250|240|200|120}}
|-
| c2a5f<br>c2a5g
| 35
| -40
| style="background: #faf0c8; color: black"|{{vec4|250|240|200|170}}
|-
| c2a5w<br>c2a5x
| 316
| -40
| style="background: #faf0c8; color: black"|{{vec4|250|240|200|200}}
|-
|-
!colspan="4"| dusk<br/>[[Image:dusk.png]]
!colspan="4"| dusk<br/>[[Image:dusk.png]]

Revision as of 09:14, 3 August 2017

Stub

This article or section is a stub. You can help by expanding it.

These skyboxes are available to Half-Life and all expansions and mods utilizing its contents.

Note.pngNote:Some maps have multiple light_environment entities. If so, every light setting will be listed.

The table below explains the prefixes used in map filenames.

Prefix Location
c0 Morning 1 of Half-Life.
c1 Day 1 of Half-Life.
c2 Night 1 and day 2 of Half-Life.
c3 End of day 2 of Half-Life.
c4 Xen.
c5 End game.


2desert
2desert.png
Example Map Ideal Sun Angle Ideal Sun Pitch Ideal Brightness
bounce 243 -45 250 210 110 165
c0a0a 180 -45 250 109 41 5000
c0a0b 180
141
-45
-30
250 109 41 1300
250 210 110 150
c2a3d 205 -12 192 73 52 400
alien1
Alien1.jpg
c4a1b 180 -15 70 150 120 90
alien2
Alien2.png
alien3
Alien3.png
black
Black.jpg
city
City.png
cliff
Cliff.png
c2a5a 180 -60 250 240 200 100
desert
Desert.jpg
boot_camp 0 -75 245 200 130 200
c2a4e 90 -80 27 17 13 1200
c2a4f 0 -80 27 17 13 1500
c2a4g 45 -50 60 55 35 300
c2a5 45 -65 250 240 200 100
c2a5b 309 -60 250 240 200 100
250 240 200 200
c2a5c
c2a5d
270 -60 250 240 200 100
c2a5e 45 -40 250 240 200 120
250 240 200 120
c2a5f
c2a5g
35 -40 250 240 200 170
c2a5w
c2a5x
316 -40 250 240 200 200
dusk
Dusk.png
c1a3b
c1a3c
0 -45 179 158 211 80
morning
Morning.png
c2a4 331 -50 250 210 110 100
neb1
Neb1.png
neb2b
Neb2b.png
neb6
Neb6.jpg
neb7
Neb7.jpg
night
Desertnight.png
c2a2g
c2a2h
355 -70 150 200 250 5
space
Space.png
xen8
Xen8.png
xen9
Xen9.jpg
xen10
Xen10.png
Environment articles:
Skies and environment maps Source Source: Skybox (2D)Skybox (3D)HDR SkiesSkybox with TerragenSkybox with Terragen - AdvancedList of skies


Source 2 Source 2: Skybox (3D)

Terrain and displacement mapping DisplacementsCreating Holes in DisplacementsDigital Elevation ModelsCreating custom terrain with Worldmachine