Talk:List of Skyboxes

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Available CSS Skies?

I thought they were available in CSS, (on wrong computer to check). If they're in sourcematerials.gcf, aren't they available to all source games? -mungo

  • They are indeed in sourcematerials.gcf, but I'm not actually sure if CSS can access them - those are in the counter-strike source client.gcf file. --AndrewNeo 11:00, 6 Jul 2005 (PDT)

My guess is that all files in all gcfs are available to all games. However, you wouldn't want to use a CSS sky in a HL2 level, because a user might not have CSS installed. But everyone will have the gcfs with source in the title. Can anyone confirm?

  • CSS can use the skyboxes listed. I suggest we sort the skybox page according to where they come from. And it is incorrect that you could use a CSS skybox in HL2, because HL2 does not load the CSS GCF file. --AndrewNeo 13:06, 6 Jul 2005 (PDT)
  • Consider it never said. ;) --Treb 05:57, 19 Oct 2005 (PDT)

I'm on it. For legal reasons, I'm taking the info from this post instead of hl2world. —Maven (talk) 11:26, 18 Oct 2005 (PDT)

Fog Values

Could someone perhaps add the recommended fog colours for each sky?

  • I'll look into it. It might require a redesign to get it all to fit properly, but I'll see what I can do. --Bwmathis 13:12, 28 Nov 2005 (PST)
  • There are multiple env_fog_controllers in most maps. For example, there is one for when you're watching the intro with the G-Man in the d1_trainstation_01, one for the citadel in that map, and one for the actual trainstation area. --Bwmathis 11:51, 18 Dec 2005 (PST)
  • IMO if fog-silhouetted scenery appears lighter than the sky behind it: it looks wrong. Therefore the rule of thumb is keep your fog colour darker than the darkest area of sky. --Beeswax 20:03, 3 Mar 2008 (PST)
  • I can get 'em -- Someone else would have to redesign the wiki though, I don't do formatting on wikis. :/ -- Should we just create a new section at the bottom with respective skybox name/fog values? Or add them on next to the current ones? --Lord Ned 9:31, 03 August 2008. (PST)
Nah, I think we should be fine without the fog, it's something that isn't all that necessary for each sky, but mainly just for the map.--Gear 21:30, 5 Aug 2008 (PDT)
  • For sky_day01_09_hdr, try colors of "16 32 42" or "17 32 43" I have those as primary and secondary respectively and instead of looking bad the foggy objects literally disappear against the background in most cases. Took a lot of work narrowing in on the values by taking the skybox color average as the primary and another color (darker or lighter based on how it showed up in game) and taking a guess based on which direction I was looking at where things "popped" into the background properly--halfway between the two directions corresponding between Primary and Secondary and I averaged the values. --Draco18s 03:10, 13 June 2009 (UTC)

HDR Values

How come there are no HDR Values listed for any of them? I've been using my "1/3rd the brightness and making the color a bit brighter" rule of thumb in the mean time, but wouldn't it make sense just to get the data when you get the rest? --Lord Ned 9:31, 03 August 2008. (PST)

Nope.--Gear 21:29, 5 Aug 2008 (PDT)
I'm still tired of noobs who's maps literally burn your eyes, because there so bright. --Lord Ned 3:49, 15 August 2008. (PST)
All the ones I've done don't have HDR Values.

"3rd party Skies"

May we add our own skies here, if we follow the current layout of course and adds a new part for them? --Hipshot 16:07, 10 Jan 2006 (PST)

I don't see it being a problem, as long as the skyboxes are available to everyone to use. I'd suggest adding a link to download the skybox texture when you put it up. --Bwmathis 17:17, 28 Feb 2006 (PST)
"Skies" as in your personal values for existing skyboxes, or "skies" as in your custom-made skybox textures? In any way, don't include them in the main lists. Those should be for Valves skyboxes only. --MossyBucket (formerly Andreasen) 09:45, 20 February 2011 (UTC)

Different sky

Exactly how do you apply a different sky i would like to use sky day01_07. the matter why because im using two skyboxs. the player travels in the day for a while, goes underground then when he comes back to the suface the sky has went from day to sunset or evening in this case. thanks for taking your time to read this and thanks for the help.

See Skybox (2D), it explains how to apply a skybox.
Afaik, there's no way to change a skybox during the game, furthermore you'd also have to change your lighting settings which you can't because they're precompiled. You'll be better off splitting it in two seperate maps.
In the future, please use the Help Desk for questions. --Vaarscha 03:10, 11 May 2006 (PDT)
okay so i understand that the same skybox cant change but can i create another skybox next to it. is that considered a different map. well hey im new to this so im really just trying to figure it out exactly how do i go from day to sunset. Kinda like Hl2 when gordon or in this case the player starts in Water Hazard. After that the player travels into Black Mesa East. And when the player comes out its Ravenholm, Nightime. Are those two different skyboxs. or how do you do that exactly? Anyway thanks i really need help on this and i can probly beable to finsh my MOD. I just stopped cause i didnt know how to do that.
These are many different, single maps. Even though it seems as they are one long piece, they are not. Everytime the game loads, a new .bsp is loaded. This new .bsp can contain a different skybox etc. For changing levels see Trigger changelevel and use the SDK levels to see how it works. --Vaarscha 04:31, 11 May 2006 (PDT)


Ok guys just added some settings to wasteland02 skybox on the list. The only thing that needs tweaking is the brightness and ambient lighting...

Half-Life Sauce Skyboxes

Please feel free to add on to them they need some work!


sky_day01_09 doesn't seem to work in my map. Or, the compile log says so, I haven't tested the map yet so I don't know. Anyway, the compile log says this:

Creating default cubemaps for env_cubemap using skybox materials: skybox/sky_day01_09*.vmt Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_09rt" Can't load skybox file skybox/sky_day01_09 to build the default cubemap!


--Jojje94 09:02, 12 Feb 2007 (PST)

EDIT: Nevermind, it works now...

--Jojje94 09:26, 12 Feb 2007 (PST)

This is simply due to its not a HDR sky material.--Gear 17:42, 24 Sep 2007 (PDT)


Can anyone upload the Episode 1 skybox names?

You can use GCFScape to view them all, just open the file episode 1 shared.gcf and browse manually to the folder episodic\materials\skybox\. --Jurgen Knops 04:17, 11 Mar 2007 (PDT)
I'll add 'em up in a bit. --Frostbite 13:57, 11 Mar 2007 (EST)

Whoa that was quick! Thanks for that!

Heh no problem, only took an hour or so =3 --Frostbite 16:32, 14 Mar 2007 (EST)

Wow hey thanks im using the sky's and was gonna do it then my internet broke literately sadly so yeah.......... anyway so thankyou for uploading them and good job!!--Gear 16:58, 30 Mar 2007 (PDT)

Env_tonemap_controller idea

Just a thought but i was thinking to add perhaps the env_tonemap_controller parameters for each new HDR sky as it may be beneficial for mappers and it may help yet all though these entity's aren't needed for a map they do help. Due to the ep1 sky's using this it may help mappers which if many have noticed keeps the current bright glow emmiting from the sun in those ep1 sky's. Although mappers may switch to there own setting i was thinking perhaps it may help as the entire page of course is optional with its settings for ideal brightness and whatnot so im not really going to add it unless its ok with everybody else. What do you guys think. I was just going to add the default values and parameters for the ep1 sky's and any feature HDR sky's made by Valve or added to this section. However yet mappers can change those settings to their own accommodation's.--Gear 18:05, 4 Apr 2007 (PDT)

So i geuss nobody really cares then? Well okay i'll do it.--Gear 04:26, 10 Jul 2007 (PDT)

TF2 Skylist

I'm currently doing a TF2 skylist ahead of the Orangebox release date (SourceSDK update and such) so mappers can get a general idea, on how there maps should be lit with what skybox. --Frostbite 12:22, 24 Sep 2007 (PDT)

Okay, finished. If there's any errors please go ahead and correct them. --Frostbite 13:00, 24 Sep 2007 (PDT)

Hey thankyou, I am working on a TF2 map at the moment and wasn't too sure about the sky names, along with their lighting values. Mainly the Lighting values stumped me. Once and thanks.--Gear 15:43, 24 Sep 2007 (PDT)

No problem, I'm going to start on a tf2 map soon. :P --Frostbite 16:23, 24 Sep 2007 (PDT)

Woot thats what im doing, kinda tough though, mainly there is alot of dynamic mapping in TF2.--Gear 17:41, 24 Sep 2007 (PDT)

hmmm noticed that there isn't any pitch values, do they not use them in the TF2 skys. I belive they do no?--Gear 20:10, 25 Sep 2007 (PDT)
Oh crap, I can't do it now, busy for a bit. May fix it tomorrow, if anyone wants to get those values using ented and looking for light_environment angle settings, and pitch settings. --Frostbite 20:15, 25 Sep 2007 (PDT)
Okay done, do i get cookies? --Frostbite 14:27, 26 Sep 2007 (PDT)
Yup!--Gear 14:32, 26 Sep 2007 (PDT)
Yay!! *Munches on cookies* --Frostbite 14:34, 26 Sep 2007 (PDT)
Man i need some cookies as well.--Gear 14:34, 26 Sep 2007 (PDT)

Badlands sky is up, Goldrush's sky shouldn't take as long since I was waiting for Nem's new vtf plugin :P SO ENJOY MAPPING :D --Frostbite 18:40, 24 Apr 2008 (PDT)

I've located a usable nighttime sky,the sky in question is sky_night_01, it works but would need some input as to what settings should be.

No idea, try using "sky_dod_09_hdr" settings with the pitch of -90 (Since the moon is at the top. I'll add the skybox to the list. --JakeB 12:16, 22 Oct 2008 (PDT)


Anyone else think "sky_c17_05" is a useless entry?

It's been pink x'ed out (Which prolly meant to tell the level designers not to use that texture.)

Should we remove it? --Frostbite 17:21, 26 Sep 2007 (PDT)

Yeah we should.--Gear 23:39, 10 Oct 2007 (PDT)
It's in the game, so it's on the page. A lot of textures in the HL2 leak have Xes on them to denote that they shouldn't be included in the game's files, but this one somehow made it to retail. Not sure where the brightness and ambience values come from though, apparently it's that user's only contribution….
SirYodaJedi (talk) 15:06, 29 May 2023 (PDT)

Episode Two/Portal

Getting the info atm, will add it tomorrow afternoon --Frostbite 21:13, 10 Oct 2007 (PDT)

SWEETNESS!--Gear 23:39, 10 Oct 2007 (PDT)
Delayed to weekend because of episode two/portal's awesomeness. --Frostbite 14:46, 11 Oct 2007 (PDT)
Ignore the awsomeness. Extract info before THIS USER gets mad. :D --Baliame 14:51, 11 Oct 2007 (PDT)
But imma porting the pyro's fireaxe to hl2 (replacing hands) >.> and then gonna pwn some antlions and rebeat hl2 epi2 --Frostbite 15:06, 11 Oct 2007 (PDT)
Disregard what I said, map infoing time :D edit: i'll finish it later lol --Frostbite 15:22, 11 Oct 2007 (PDT)
Cake time! --Frostbite 18:55, 12 Oct 2007 (PDT)

Splitting up this article?

This article is a bit large for one page, not only does it takes a while to load, but it could be a bit frustrating to new users who are unsure which skies are available for them to use. What about giving each mod it's own sky list page and just making this page a master list linked in to each games sky list similar to the way the Modding Sites page is set up? Then, rather then linking the individual source game's level creation pages to the "master sky list" here, only have the link to the "master sky list" in the game's sky list pages here for user's that still want them all on one page. --brandished 17:48, 28 Nov 2008 (PST)

Agreed. 'Tis definetly getting too full this page. --Craziestdan 18:03, 28 Nov 2008 (PST)
Noticed you mentioned Mod pages for level creation, where are they?? Are they on any sub pages or do we put mod level creation pages only on the mod's page itself? --Craziestdan 18:37, 28 Nov 2008 (PST)
Hmm, I reworded it again, might be less confusing. If not, here's an example; TF2's level creation page would have a link to a TF2 sky list page (and maybe the source materials sky page since TF2 ships with those skies as well), at the bottom of the page would be a "See also: master sky list".
After thinking it through, though, I'm not so sure about how useful a master sky list would really be, maybe just a sky list category instead, you can't really use a DODS sky in a TF2 map for example (well you could if you included the sky with the TF2 map, but I don't think Valve would be too happy with that). Also, having all the sky pages sub-listed on another page could create quite a bit redundant info unless there's some way to pull only subsections into another article. --brandished 20:35, 28 Nov 2008 (PST)
Just create a template. --JakeB 13:09, 1 Dec 2008 (PST)
I think keeping it together, although it takes a while to load, let’s people easily compare and choose the skies, which is one of the main reasons people go to this page. --Pigophone 4 Apr 2009 (PST)
But why would people need to compare the skies if they're not a part of that game's content? Unless you mounted, but then that's like putting the ep2/portal particles pages together, incase someone mounts... Comprehende? --DannyS 00:59, 14 April 2009 (UTC)

Using all Skybox things in Episode Two.

Hi, i'm pretty new to all of this. I know how to do skyboxes and choose the sky etc. What I want to know is: is it possible to use skies from Half-Life: Source in the episode Two Hammer Editor?? If it is, how? --Donovan-j-charlie 15:24, 11 April 2009 (UTC)

Only if you make your map a part of a mod and mount the HL: Source AppID. When the beta ends you can do this via adding AdditionAppID <AppID> to your mod's game info text. --DannyS 16:51, 12 April 2009 (UTC)

TF2 Community Dilemma

So far, community maps haven't been included in the list of example maps for each TF2 sky. The skies for koth_harvest_final and koth_harvest_event are used only in those maps, but they really should be included. Thingy Person 13:07, 13 January 2010 (UTC)

Add em in!--Gear 08:48, 14 January 2010 (UTC)

There, I have, but I have no clue as to the ambience angle watchamacallits. I'll ask TF2maps to help out there. Thingy Person 17:07, 16 January 2010 (UTC)

Go to Notepad++, then open map file via it, find "light_environment" and copy values from Notepad++ to VDC. SiPlus 16:13, 8 March 2010 (UTC)

Restore Deleted Skies

Somehow my skies were deleted. I think it happened when I removed a glitched add-on that gave me all sorts of problems. I can't find them in the files anywhere. In game, the sky is always just a dark gray. And in Hammer's texture app all the skies are purple and black checkered.

I don't think its a graphical issue (i.e. turning up performances). The sky use to appear fine, I've tried turning up performance settings, etc. And still nothing works.

Also, when I start Hammer and it checks for files, it always list the skies as missing.

I've tried in order: 1. Verifying the caches of L4D2 and the add-on support. 2. Deleting then re-installing both. 3. Verifying the caches again. 4. Installing L4D2 authoring tools. 5. Checked the install CD (no luck).

Any ideas on how I can recover the sky files? Again, I DON't think it's a performance issue. Thanks.

EDIT: It WAS a performance issue! I thought I had tried turning up the performance, but it works. Sorry for wasting your time. Thank you.

-- JustinC1911 22:13, 29 September 2010 (UTC)

That isn't really the Ideal Sun Pitch

The Ideal Sun Pitch column is pretty misguiding, because I don't think that that's a pitch for the actual sun. I've tried searching about five of Valves maps for an env_sun, but so far I have only encountered light_environment entities. I guess having the player being blinded by the sun isn't something they counted as "fun". This means that the pitch given, is not the pitch (position) of the env_sun, but the Pitch of the light_environment, which takes refraction from clouds and the level of the horizon into account.

For instance, if you set the sky texture to the sunset of sky_day01_08, and put an env_sun at the given "Ideal Sun Pitch" of -35, it will look really off. Judging by the texture, the sun should ideally be at -2. The light_environment pitch itself could still be at -35, but it should depend on how high the horizon is. Try it out and compare the difference.

--MossyBucket (formerly Andreasen) 11:02, 22 February 2011 (UTC)

Oh, never mind, I've finally found some sun maps. (HL2 spoilers: Look at the stand-off at the plaza, right before Alyx gets carried away. That looks like a typical env_sun.) It's weird, though: I stripped down a shore (dunebuggy) map, and couldn't find the env_sun, and the sun in that map looks really large as well. Either Valve used a sprite or an env_lightglow directly in the skybox there, or VMEx isn't doing a proper job. --MossyBucket (formerly Andreasen) 03:36, 25 February 2011 (UTC)

--User:Kanister 12:40, 13.07.2022 (MEST)

I believe the only skybox textures where this issue doesn't matter are the ones where the sun is not visibly drawn in the texture itself. Many CS:S skies do that, but someone needs to look into these maps to see whether Valve used env_sun entities there. I guess at the time this list was made, someone just stripped the light_environment values out of the direct BSPs. Maybe add another column of settings for ideal env_sun values?
I found another one: If you take a look at HL2: Lost Coast, the article will tell you to set it to an angle of "25 345 0" (which in itself is weird, because why would you add that extra rotation when you can set the pitch?) and a pitch of "-32". If you set up an env_sun like this it will be far off to the left and way higher than the sun in the texture. It is actually "0 320 0" and "-10".

SFM sky boxes?

I'm not sure what sky boxes there are available to be used in SFM. I understand that SFM has TF2 Content in it, but I'm not entirely sure which ones I can use with the sv_skyname command. -- Joose2005 10:51, 6 December 2021 (UTC - 5)

Comparability between Source and GoldSource engine games

A diff from 4 August 2017.

I can't find any references or notes anywhere. Can somebody comment on this? Lxm6 (talk) 07:05, 28 March 2023 (PDT)