This is not the thread you are looking for

Avatar
Fracture
797 Posts
Posted Nov 20, 2012
Potato
Advertisement
Registered users don’t see ads! Register now!
Avatar
josepezdj
2,386 Posts
Posted Nov 20, 2012
Replied 9 minutes later
Fracture, would you mind to be a little more specific or show a picture? what do you mean by "like someone beat it with an ugly stick"? I can help you on skyboxes because I use them a lot (I love them)
Avatar
Fracture
797 Posts
Posted Nov 20, 2012
Replied 9 minutes later
THIS
Avatar
zivi7
649 Posts
Posted Nov 20, 2012
Replied 36 minutes later
img

Seriously, the .vmf isn't any better. People have to download it and if they don't see the problem right away even compile it. One picture might get you the answer instantly from a person just surfing by.

Avatar
josepezdj
2,386 Posts
Posted Nov 20, 2012
Replied 1 minute later
WOW Fracture... you should really follow at least a basic skybox tutorial before continuing :smile:

I will tell you some of them later, but let me tell you a few tips:

  1. First of all, never texture the walls of anything with the skybox textures themselves, only use the toolsskybox texture.

  2. I see you want to make a whole environment and then use it as a skybox with its props and stuff, right? The basic idea behind this method is: to build the whole map first into a perfect square-shaped room (take into account that you cannot simply use whatever stuff you want... only certain props, certain textures and mainly brushes are allowed), then scale it (this is why only certain things can be placed into it, not all props or textures are scalable), then place a camera right in its origin (0 0 0) setting its scale upon your previous scaling (normally 1/16). I know a good tutorial. Please check:

hSJdlTlWOIA

I would suggest to simply use already made skyboxes to give the sense of a large environment or map, not caring much about watching 'real' things into it... there are many good skyboxes there :wink: ... and you hardly stare at the edge of a skybox in Portal to watch the trees or a river, right?

Avatar
Fracture
797 Posts
Posted Nov 20, 2012
Replied 13 minutes later
I have following tutorials all over the damn place and nobody seems to grasp how to teach an ameature who has never done this crap before. I get seriously frustrated when people talk like i should know this shit and it pisses me off even more when they explain something that is not only completely irrelevant, but make what i want to know even more confusing. I have anger issues and they are a result of people not learning how to simplify shit.

Now I will ask again, and maybe someone will freaking TELL ME. How the Fuck do I make a SKY!!!

Avatar
josepezdj
2,386 Posts
Posted Nov 20, 2012
Replied 7 minutes later
Easy way (2D skybox):

  1. texture some brushes' sides (only those that are not flipped or angled) with the toolsskybox texture

  2. Go to Map > Map Properties and there select one of the available skyboxes and put its name in 'skybox' property.

  3. Compile and see that there is a skybox there :wink:

The 'complex way' is a 3D skybox. I can also explain how to make it but there are many tutorials out there... and there are also many threads here about the topic...

Avatar
Fracture
797 Posts
Posted Nov 20, 2012
Replied 4 minutes later
@josepezdj : THANK YOU!!! Why the hell is it so hard for people to make things easy these days?
Avatar
josepezdj
2,386 Posts
Posted Nov 20, 2012
Replied 8 minutes later
A good (3D) skybox is VERY complex. I can assure you! First of all you have to make the textures (6 sides of a cube) then apply a spherization effect and make it like it was a sphere, not a box. Then you can detail it a lot adding models and props (or brushes pretending buildings or displacements...), scale it and all that stuff... it's crazy! We have only made 1 good skybox after around 3 months!! (we have learnt from zero)

But the 2D skybox is not that hard... and it has been explained easily (though maybe you didn't find it, mate :thumbup: )

You're welcome :wink:

Avatar
Fracture
797 Posts
Posted Nov 20, 2012
Replied 4 minutes later
If that is the only good skybox, why not make a prefab out of it and use it over and over again, only changing what little you need to?
Avatar
josepezdj
2,386 Posts
Posted Nov 20, 2012
Replied 9 minutes later
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.

Avatar
Fracture
797 Posts
Posted Nov 20, 2012
Replied 2 minutes later
isnt that what the texture lock buttons are for?
Avatar
josepezdj
2,386 Posts
Posted Nov 20, 2012
Replied 4 minutes later
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:
Avatar
Fracture
797 Posts
Posted Nov 20, 2012
Replied 3 minutes later
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.
Avatar
josepezdj
2,386 Posts
Posted Nov 20, 2012
Replied 4 minutes later
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)
Avatar
Fracture
797 Posts
Posted Nov 20, 2012
Replied 22 minutes later
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
Avatar
Brainstone
401 Posts
Posted Nov 20, 2012
Replied 14 minutes later
It's beatiful. Leave it this way and create a psychedelic mod.
Avatar
Fracture
797 Posts
Posted Nov 20, 2012
Replied 4 minutes later
..........

T_T will someone just post a prefab that actually works.

Avatar
ChickenMobile
2,460 Posts
Posted Nov 21, 2012
Replied 8 hours later
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.
```
"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.

Advertisement
Registered users don’t see ads! Register now!
Avatar
Fracture
797 Posts
Posted Nov 21, 2012
Replied 10 minutes later
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 (@_@)