Skybox (2D)
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.
Adding sky to a map
Simply texture a regular brush (not a brush entity) with the tools/toolsskybox
texture. When in-game, the sky will show wherever the toolsskybox
would be seen if it were a normal texture. The brushes with the sky texture do not need to be box-shaped.

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Media:Example.mp3Insert non-formatted text here--Swczaggie 10:00, 13 Jun 2006 (PDT)
Changing the displayed skybox
If you don't like the standard sky_wasteland2 sky, you can change it by setting the skybox name in Hammer's Map Properties dialog. Follow these steps:
- Make sure the correct map is opened.
- Go to the Map menu and choose Map Properties...
- Select the Skybox Texture Name field.
- Enter then name of the skybox you wish to display. You can find a list of available skyboxes in the Sky List.
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.
See also
Environment articles: | |
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Skies and environment maps | ![]() |
Terrain and displacement mapping | Displacements • Creating Holes in Displacements • Digital Elevation Models • Creating custom terrain with Worldmachine |