Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
sv_skyname skyboxname
https://developer.valvesoftware.com/wiki/Team_Fortress_2_Sky_List Here's a list of tf2 skyboxes that you can use.
If you want to permanently change the skybox for a map, you'll have to decompile the map and change it in Hammer, then recompile.
If you look on the Steam workshop, there are a few maps called "skyvoid" which is basically "black_void" with a skybox or something. There's two variants: one with lighitng and one without.
Hope that helped.
P.S: Using "sv_skyname {sky name}" is temporary; if you save your work and exit SFM, you will have to re-enter that command in order to get the same skybox. Just an FYI.
If you're mapping, there's not really any particularly useful uses for 3D skyboxes in Source FilmMaker, but if you still want them, refer to https://developer.valvesoftware.com/wiki/3D_Skybox
Cass and TruBlu0014, I think you're talking about 2D skyboxes (the flat square images put around the view in a map), not 3D skyboxes (places outside a map that get moved and scaled up to seem bigger, such as to create detail in a map without making the map itself have to compute lots more vis-leaves around the playable area and outside it).
Umm, crap...I think you are right...