Counter-Strike 2

Counter-Strike 2

45 ratings
Map design - 2D and 3D skyboxes
By 3kliksphilip
2D focuses on changing the sky's texture.

3D skyboxes are distant scenery that is not part of the playable level.

The thumbnail shows de_kyrenia and its 3D skybox mountains behind. The map is available on the workshop, and if you'd like to load it up in Hammer and see how it was made, see below for the download link:

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2D Skybox - changing the sky texture

List of CSGO sky textures that you can use:

cs_baggage_skybox_
cs_tibet
embassy
italy
jungle
office
sky_cs15_daylight01_hdr (Warning: BRIGHT!)
sky_cs15_daylight02_hdr (Warning: BRIGHT!)
sky_cs15_daylight03_hdr (Warning: BRIGHT!)
sky_cs15_daylight04_hdr (Warning: BRIGHT!)
sky_dust
vertigo
vietnam

It IS possible to make your own, but it's quite complicated, as you need to make some custom textures (Yes, I do have a tutorial on that) but then you need to make a fairly complex VMT file piecing them all together into one thing. Plus it's really hard to make it look right. You're better off downloading custom ones from a site like www.gamebanana.com .
3D skybox - Why and how to use it

0:00 - Introduction and making of skybox
0:51 - Lining up blocks
2:04 - Texture aligning (and lightmap)
3:31 - Adjusting scale and fog
3:55 - End

Download the VMF file here:
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It can be difficult to explain why to use a 3D skybox over say, a HUGE expanse of land in the level itself. The short answer is that it's just better. I'll detail the reasons below:

1) Lighting is calculated by default every 16 units. Since the skybox is 16 times smaller, it will use 16*16 (256) times less filesize for the same area of land. This does mean that the lighting isn't as detailed, but you don't need detailed lighting on distant mountains etc. It also speeds up the compile times for lighting (RAD)
2) It helps with optimisation. By having your playable area smaller, it takes less time to calculate the VIS part of your map.
3) You can make things larger than you could if it was part of the level. You see the edge of the grid view in Hammer? Make something at or beyond those points and you're going to have a bad time.
4) 3D skyboxes are easier to hide out of the way, so it's easier to carry on with the rest of your map.
5) There's a perverse pleasure in spending hours trying to make the jump between the real level and the skybox as seamless as possible. Maybe I'm just weird.
3D skybox - Endless sea example map

Download the example VMFs here, including an experimental one that resolves most of the problems by combining all of the methods shown on the video! Be sure to read the readme though, he gets so lonely :(

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Well, not ENDLESS but large enough for what you will want to do. If it needs to be bigger then just extend the 3D skybox further in all directions, or make the skybox scale larger. 64 should do.
Water comparison!

One of those videos that could be put in any tutorial series. I compare all of the different water types for CSGO. Find one you like? Simply replace the texture in the 'endless sea' example map and you're set to go.
12 Comments
Mikk xd May 30, 2016 @ 9:26pm 
Is this too large of a 3d skybox, if so how do I scale everything down when there are entities on the level? :examples: http://imgur.com/LbTOxog and http://imgur.com/1yoPYmc :steamhappy:
3kliksphilip  [author] May 13, 2016 @ 6:51pm 
You use a 3D skybox and place mountain props (prop_static) around it.
alienradar Nov 29, 2015 @ 12:13pm 
Ok thanks. I will use displacements.
3kliksphilip  [author] Nov 29, 2015 @ 12:09pm 
You can't resize props.
alienradar Nov 29, 2015 @ 11:05am 
So I built the 3d skybox at 1 to 1 scale. Then I used the scale tool and typed 0.0625 (1/16). The props stayed the same size but were just pressed into a small place. Here is a picture of what the props look like after I use the scale tool: http://imgur.com/urHib5I
3kliksphilip  [author] Nov 29, 2015 @ 5:22am 
What do you mean 'not scaling down' ?
alienradar Nov 28, 2015 @ 8:11pm 
So I wanted to make mountains in the 3D skybox. I used props from cobble for the mountains but they are not scaling down. They are prop static if that is the reason. What should I do? Should I just use displacements instead?
๖ۣۜмако Aug 28, 2013 @ 6:30am 
actually the most precise way to create a 3dskybox is to create it on place in real scale right where you want it to be and align the texture on it. then place skycamera in center of editor, select the brushes you want to be 3dskybox and the sky camera and then go to tools transform and scale it down so it's 16 times smaller. if skybox scale is 16 you would need to type 0.0625 in x y and z scale. texture lock and texture scaling lock would need to be turned on while resizing the brushes and positioning the skybox so the textures won't move. I usualy use this way to extend some large buildings into the 3dskybox that need to be right in the place.
chalky Aug 8, 2013 @ 5:07pm 
I've seen these tutorials before on Youtube. Simple, yet easy to understand video tuts. I learned a lot from you when it comes to the Source engine mapping. Kudos to ya Philip!
3kliksphilip  [author] Aug 8, 2013 @ 10:28am 
I don't know $HOOT, I guess it doesn't help at all if you don't map. But then, if you don't make maps, why did you click on this in the first place?...