Difference between revisions of "Skybox (2D):fr"

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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 hollow [[world brush]] (not a [[brush entity]]) with the '''<code>[[tool textures|tools/toolsskybox]]</code>''' material.
 
 
 
In-game, the skybox will be seen ''through'' each surface that <code>toolsskybox</code> is applied to.
 
 
 
<code>toolsskybox</code> Brushes do ''not'' need to be box-shaped.
 
 
 
{{note|In [[HL2]] the default skybox has visible seams. This is not your fault. See the next section for how to change the default.}}
 
 
 
== 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 [[Hammer Map Menu|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 | Sky List]].
 
 
 
== Skybox Lighting ==
 
 
 
Skyboxlight is projected into the World from every <code>toolsskybox</code> surface, and represents Direct Sunlight (or Moonlight) and the Diffuse light reflected from overhead cloud, etc.
 
 
 
These lighting settings - direction, colour, brightness, etc are fairly specific to the actual image used for the 2D skybox. The [[Sky List]] article suggests some settings for some of Valve's skyboxes. Note also that [[env_fog_controller]] settings will look wrong if they don't correspond to the particular skybox used.
 
 
 
{{skybox_lighting}}
 
 
 
{{warning|Unfortunately Valve introduced a ''Pitch override'' parameter to the [[light_environment]] and [[env_sun]] entities, but not to [[shadow_control]]. Even more unfortunately, the ''Pitch override'' cannot be switched off and its rotation is measured counter-clockwise from the horizontal (so straight down is -90&deg;) whereas the ''<angles> Pitch'' is rotation is clockwise (so straight down is +90&deg;). The workaround for this is to make sure your ''Pitch override'' merely repeats the ''<angles>'' value; for example, if your [[shadow_control]], [[light_environment]] and [[env_sun]] ''<angles>'' are "45 -60 0" set the ''Pitch override'' to "-45".}}
 
 
 
== Creating a 2D Skybox ==
 
 
 
These are instructions on how to create custom (i.e., not default) skybox textures.
 
# Prepare your image files (i.e. skynameBK.tga, skynameFT.tga, skynameUP.tga, skynameDN.tga, skynameRT.tga, skynameLF.tga)
 
# Convert them to [[VTF]]
 
# Create a [[VMT]]'s with the textures' desired names (which should be the same as the [[VTF]]'s) containing:
 
 
 
"sky"
 
{
 
 
"$hdrcompressedTexture" "skybox/<filename>"
 
"$nofog" "1"
 
"$ignorez" "1"
 
"$basetexture" "skybox/<filename>"
 
}
 
 
 
*Replace <filename> with the name of the file, and remember to append the appropriate suffix to the sky name (i.e. bk, ft, rt, lf, up, dn)
 
*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.
 

Latest revision as of 19:00, 26 July 2023

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