Talk:3D Skybox

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This is helpful but confusing for my situation... I'm trying to create Water as the horizon, but this does not explain how. - Solo

Here's an example of water as a horizon, with an object circling above the water: [1]

This doesn't explain how you get buildings into the skybox, because the models are far to big, and they can't be scaled down, yet I'm positive they're used in skyboxes in smaller forms.

They have miniature skybox models...this is true for headcrab canisters too -ts2do

Is light_environment necessary in the 3d skybox?

I've tried a skybox just once so far and inadvertently, but perhaps fortuitously, left out the light_environment from the skybox. I didn't realize it until I was well along. The skybox props appear to be lit properly (i.e., consistently) in the map without the extra light_environment. If the light_environment isn't necessary, that's better as the "main" light_environment can then be "tuned" for the final map without one having to remember to adjust the skybox light. —BJ(talk) 18:49, 14 May 2006 (PDT)

        The light_environment entity is a light controller that casts directional lighting from the skybox.
      This means that you only need one light_environment entity in the level, and anywhere a skybox is, there will be light
      coming from it.  Thus your level and 3d skybox will have matching lighting with only one light_environment.
        I hope this answers your question adequately,
              --RigorMortis 21:57, 1 Jan 2008 (PST)

3d skybox texture scale when using transform

Its been a while since I had to create a 3d skybox and I know that during the bestatest of the sourcesdk (in januari 2006?) textures didn't scale properly when scaling brushes to the 3dskybox size. I disabled the betaskd back then and did it in the oldsdk but that option is not possible anymore and it looks like textures still don't scale right now or is there a new trick to it? --Bluestrike 05:19, 1 Oct 2006 (PDT)

Ok enabling texture lock is the new trick. --Bluestrike 15:34, 1 Oct 2006 (PDT)

Changeable skybox

In the Source engine, can the skybox be changed within the level? I'm thinking specifically of a sequence a la the Resonance Cascade or A Red Letter Day, in which the player character is transported to various locations, but the effect I want is that both an Earth sky and a Xen sky can be seen without changing the actual map. (I suppose that since you're in a "randomly warped around" sequence, you're only going to be in each place for a few seconds at most, so I can fake it with a Xen sky which obscures the Earth skybox, but ...) —Yar Kramer 20:25, 6 Nov 2006 (PST)

The 2D skybox isn't dynamic your gonna have to fake it. --Angry Beaver 21:10, 6 Nov 2006 (PST)
There's a console command along the lines of sv_sky, I believe. --TomEdwards 04:05, 7 Nov 2006 (PST)
Hmm. Not sure if that actually changes the skybox. Either way, though, I think that, with what I'm pretty sure I'll be doing, faking it will be my best bet. Though it just occurred to me to wonder if I might be able to do a similar effect with the 3D skybox, i.e. having a 3D skybox entity "below" the main map which would surround the "Xen" section ... which, um, would amount to the same thing, except sort of semantically, as it were. —Yar Kramer 19:38, 1 Dec 2006 (PST)
Next question: is it possible to get objects in the 3D skybox to move through the 3D skybox area along with the player's movements so that these objects would appear stationary with respect to the player, apart from rotation? Or possibly how to move sky_camera from one place to another and make it stay there independent of the player's movement (but still rotating)? —Yar Kramer 15:45, 6 Dec 2006 (PST)
logic_measure_movement with !player maybe? I know the biggest problem of the measuremovements is that it does update physics hulls properly but that shouldn't matter if its in the skybox. --Angry Beaver 08:52, 7 Dec 2006 (PST)


Is there anything wrong with putting npc's in 3d skyboxes? Will the game crash or something?--Darthkillyou 16:26, 29 Jul 2007 (PDT)

No not at all but they will appear larger than normal. the 3d skybox scales them to a larger size and therefore they are Godzilla like in size.--Gear 19:09, 29 Jul 2007 (PDT)

Oooh... okay, time to make some giant odessa maps :D--Darthkillyou 08:08, 30 Jul 2007 (PDT)

I once had the extremely wacky idea of having, in a multiplayer map, an accessible 3D skybox. Think of the posssibilities! —Yar Kramer 00:49, 17 Nov 2007 (PST)

Not much possiblites there.--Gear 01:30, 17 Nov 2007 (PST)

Yeah, but they'd be awesome possibilities! ;-) —Yar Kramer 11:03, 17 Nov 2007 (PST)

I see only one possibility. Some giant players who do not seem to see you. Yay. --Baliame 11:17, 17 Nov 2007 (PST)

Fine! Be logical, sensibal, and showing the least mount of restraint! ;) &mdashYar Kramer 17:16, 17 Nov 2007 (PST)

You kidding me? That's the greatest idea ever!!! (It's already been implemented in some maps too! Though with only part of the 3d skybox) --AsianBorat 12:07, 5 Jul 2008 (PST)

Reverse 3D Skybox

This is probably merely inspired perversity (well, perversity, anyway), but is it possible to have a "reverse" 3D Skybox? That is, if a player has somehow gotten into a 3D skybox in, say, a HL2DM map, is it possible to give them a sort of "god's eye view" of the normal area, while everyone in the normal area sees a giant player watching over (and possibly shooting innefectively at) them? Even as I'm typing this, my instincts are telling me that the answer would involve way too much effort and programming for something that there's no way I could possibly gain any practical benefit from. (The "so obvious it can't possibly be right" answer, simply putting in a second sky_camera in the main area of the map, didn't work, nor was I seriously expecting it to.) —Yar Kramer 18:23, 16 Mar 2008 (PDT)

Eternal Silence does that trick for its space stations, so it is possible. --TomEdwards 04:17, 17 Mar 2008 (PDT)
Oh, I have no doubts that it's possible, knowing the Source Engine, but I suppose it's not possible to do in Half-Life 2: Deathmatch (i.e. "without programming"). ;) —Yar Kramer 10:07, 23 Mar 2008 (PDT)
You'd have to modify the code which handles the 3D skybox to show the map when in the 3D skybox in relationship with the origin point of the map (0,0,0) and the sky_camera entity, basically, the reverse of the 3D skybox effect. Solokiller 11:12, 23 Mar 2008 (PDT)
Exactly. —Yar Kramer 17:25, 24 Mar 2008 (PDT)