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I didn't mean the structure of a sky box made in hammer for a 3D skybox (I have already a prefab out of it... but not with props, brushes ands such, just a basic box... but with some moving clouds! :wink:), but the custom textures themselves. It a hard process...

On the other hand I like to match the style of each map with the skybox, so I have many skys in my skybox folder, somes are great.

ImageImageImageImageImageuseful tools and stuff here on TWP :thumbup:
[spoiler]ImageImageImageImageImage[/spoiler]

isnt that what the texture lock buttons are for?

Just when I think I understand the system, it changes on me.

The texture lock button is not for that >_<, it is for locking/unlocking the size of it. For example, it is very useful for placing the indicator lights textures on the walls-floors-ceilings of your map: you unpress that button and just make the overlay as long as you want and their look won't be deformed, hammer will automatically adjust the values so you always see the blue spots with the right size :wink:

ImageImageImageImageImageuseful tools and stuff here on TWP :thumbup:
[spoiler]ImageImageImageImageImage[/spoiler]

i mean for scaling the textures of brushes in the skybox to 1/16th the size. Or for that matter moving and entire room somewhere else. Either way I think I am good now what the information I got.

Just when I think I understand the system, it changes on me.

For scaling you go to Tools > Transform > Scale :wink: (check that link I gave you to the VDC and check how the 3D skybox must be built)

ImageImageImageImageImageuseful tools and stuff here on TWP :thumbup:
[spoiler]ImageImageImageImageImage[/spoiler]

okay I put something together and now it looks like a whole other kind of retarded. The camera doesn't project things in the right place and the sky disappears at certain angles for some reason, like the walls were suddenly nodraw

Just when I think I understand the system, it changes on me.

It's beatiful. Leave it this way and create a psychedelic mod.

The Aperture Alpha
A map pack coming soon. - click for more information
Image

..........

T_T will someone just post a prefab that actually works.

Just when I think I understand the system, it changes on me.

Fracture, if you are making a / using a custom skybox texture you need to place the $hdrbasetexture value in. This is because otherwise your skybox will literally trip out and behave like that EVEN if you don't compile HDR.

e.g.

Code: Select all
"UnlitGeneric"
{
"$basetexture" "skybox/skyNight"
$hdrbasetexture "skybox/skyNight"
"$nofog" "1"
}

The skybox textures are relative to the materials/skybox folder. So if you want a skybox named fractureSky: put it in materials/skybox/ and refer the skybox name as fractureSky in your skybox name field.

3D skybox
The 3D skybox is relative to 0 0 0 where your sky_camera is. Therefore my trick in order to get objects in the absolute correct position is to place objects in full size around your map at the correct position and then scale it to 1/16th of the size (0.0125) using the transformation -> scale tool (CTRL+M - press the scale radio button). Put your sky_camera at absolute 0 0 0 and scale it with your other objects you want in your 3D sky.
TADA! Perfect positions.

?????????????????????????????TWP Releases | My Workshop

Im using one from the directory. only one person even bothered to tell me how to change it from the gray fog default sky. My other problem turned out that the sky_camera was not projecting at its exact location, but slightly to the left and downwards, so I somehow ended up seeing white space.

And Chicken, you completely lost me at $hdrbasesomethingsomething.

I don't know the first thing about custom textures and I and am not even going to go there (@_@)

Just when I think I understand the system, it changes on me.
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