Skies

MidoMido Join Date: 2004-04-05 Member: 27742Members
<div class="IPBDescription">Hmm...</div> Alright, here I am, trying to add a sky to my map. I HAVE NO CLUE how to do it. All i know is that in the map properties, there is some cl_sky or something.

Someone explain..

--Hopefully this will help some people, I searched for skies and found nothing.

Comments

  • brute_forcebrute_force Join Date: 2003-10-04 Member: 21433Members, Constellation
    Yes, Map properties, cl_skyname. If you look in your nsp/gfx/env you'll find lots of tga's there. Those are for the skies. Simply enter a skyname without its' two last letters. So if you saw a tga named "mysky_bk.tga", just enter "mysky_" into cl_skyname. Then, whenever you use the SKY texture, your custom sky will show up.
  • MidoMido Join Date: 2004-04-05 Member: 27742Members
    edited April 2004
    Okay WTH, I went to map properties, I also opened the folder, i get tons of like daimos_1UP daimos_1DOWN and stuff. But I dont know what to put for the cl_skyname thing in the properties. EL HELPO
  • Soylent_greenSoylent_green Join Date: 2002-12-20 Member: 11220Members, Reinforced - Shadow
    You need a texture called SKY, it isn't included in standard NS textures. You can find it in the standard half-life wad, you cannot -wadinclude it in the .BSP(usually causes weird bugs), and you won't need to(everyone has half-life.wad in their half-life .gcf cache file).

    If you have a steam install of HL thats an easy way of getting ahold of the half-life.wad file. If you don't you can use gcfscape or whatever it is called and extract it from your half-life.gcf.
  • MidoMido Join Date: 2004-04-05 Member: 27742Members
    edited April 2004
    Included: halflife.wad

    Now my list is 3x bigger! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->...

    CANT FIND THE SKY TEXTURE ::cry::

    Found it... I have one big friggin room, is it normal for the facedraw thing to take like, minutes? lol
  • brute_forcebrute_force Join Date: 2003-10-04 Member: 21433Members, Constellation
    <!--QuoteBegin-Mido+Apr 17 2004, 11:59 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mido @ Apr 17 2004, 11:59 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Included: halflife.wad

    Now my list is 3x bigger! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->...

    CANT FIND THE SKY TEXTURE ::cry:: <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Filter for 'sky'.
  • MidoMido Join Date: 2004-04-05 Member: 27742Members
    edited April 2004
    'Found it. Just one problem. Buildface is taking ages! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> Im making a freefall map, with a semi large room... So I guess its normal.

    Hmm... Could someone give me a copied-pasted example of what i would put under the cl_sky option? I'm very clouded in that area.
  • Soylent_greenSoylent_green Join Date: 2002-12-20 Member: 11220Members, Reinforced - Shadow
    OK, if the you find the sky mrcheese_123up.tga, mrcheese_123dn.tga etc. You put mrcheese_123 as your cl_skyname. Simply remove the last 2 letters in any one skyname and put it in cl_skyname as has allready been said.

    The last 2 letters denote direction, the skybox consists of 6 different textures, up, down, left, right, back and front, they are not stored in 1 .tga file but in six different ones with the same name except the last 2 letters.
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