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Skybox Problems

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Eyy... That looks good so far! I like the lighting it is emitting. :thumbup:

ImageImageImageImageImageuseful tools and stuff here on TWP :thumbup:
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Here some more pic's from the map..
http://s1251.photobucket.com/albums/hh5 ... ain_01.jpg

I'm so happy!

Today I'm going to build a 3D skybox! Hmm, what sky taxture will I use?.. :)

Hehehehe... good!

The following is the sky list available for each source game. I'd suggest you to use the recommended lighting settings indicated in that page for each sky:

https://developer.valvesoftware.com/wiki/Sky_list

ImageImageImageImageImageuseful tools and stuff here on TWP :thumbup:
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Thanks! I've seen the list and used the settings for my militia sky. (no hdr settings though...)

Oh. One more question. These costum skyboxes will be seen by other players after compiling? Even if they don't have css?

Well you will need to add the custom skybox inside of the .bsp using Pakrat.

Being of those people who don't own CSS... however the texture wouldn't appear if it wasn't in your portal materials directory anyway.

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chickenmobile wrote:
Well you will need to add the custom skybox inside of the .bsp using Pakrat.

Being of those people who don't own CSS... however the texture wouldn't appear if it wasn't in your portal materials directory anyway.

So your saying Hammer compiles it to the .bsp? Or do I have to do it manualy via Pakrat?

Yes you do need to add it to the .bsp. If you were like me it does it automatically using the executable in the bin folder. Damagapy made a very useful tutorial here if you're interested: mapping-help/include-pack-things-into-a-bsp-my-way-t2761.html

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MWP wrote:
So your saying Hammer compiles it to the .bsp? Or do I have to do it manualy via Pakrat?

You have to do it manually always. If Damagepy's method doesn't work for you, use Pakrat instead, download it from here. And:

1. Unzip the file to whatever location in your computer

2. Execute the file pakrat.bat and a window browser will appear

3. Browse your map and select it. You'll see a window with a list of materials, those are the ones your map already has in the .bsp file. There are some other lines with a kinda coordinates, well those are the coordinates for the custom materials the bsp uses.

4. Now the key is substitute those strange lines. Simply press ADD, a new browser will open, go to wherever you have your custom content (tipically into materials/skybox or for your custom materials in materials/MWP folder for example). And now pakrat will ask you if you want to use that new path instead of the one the bsp already had. Click YES. Remember you'll have to add ALL .vmt and .vtf files!

5. Now go to File > Save BSP, and overwrite your previous bsp (or rename it if you want... not recommendable if you already built cubemaps because they will not work... but you can always build cubemaps again :D)

You're done! To check it this all worked, move temporaly your custom materials from their location (for the skybox, move out those 12 files you made) and run the map: if you can see every material (the skybox) properly, it's done correctly. :thumbup:

ImageImageImageImageImageuseful tools and stuff here on TWP :thumbup:
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It doesn't work.. :(
I've tried it two times but no succes..

I see the files in pakrat. But when I open the .bsp in p0rtal 2 the sky is all messed up.

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