Source Filmmaker

Source Filmmaker

Frog Jan 19, 2017 @ 2:26pm
Skybox setup help
How do i set up a 3d skybox for scenes and light them?
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Showing 1-4 of 4 comments
The maps that SFM come with already have skyboxes. You can change them in console like this

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.
TruBlu0014 Jan 19, 2017 @ 4:12pm 
To light a skybox, I would assume this is more based on the map being used. Some have zero lighting while others have premade lighting.

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.
Zappy Jan 19, 2017 @ 11:05pm 
If you're scene-building, there's not really any need for 3D skyboxes (you can scale models up without it), and you can light up models regardless of whether they're in the 3D skybox or not (although light won't travel from in-map to the skybox).
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).
Last edited by Zappy; Jan 19, 2017 @ 11:05pm
TruBlu0014 Jan 20, 2017 @ 12:49pm 
Originally posted by Zappy:


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...
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Date Posted: Jan 19, 2017 @ 2:26pm
Posts: 4