Source SDK

Source SDK

dawsonn Jan 29, 2019 @ 8:25pm
i dont UNDERSTAND HOW TO MAKE A 3D SKYBOX
someone please help
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Showing 1-9 of 9 comments
dawsonn Jan 29, 2019 @ 10:52pm 
nope doesnt work
dawsonn Jan 30, 2019 @ 1:24am 
I just dont like am i missing something? I have two skyboxes one for my sky camera and one for my main map. The sky camera is perfectly alined with the 0,0,0 cord. Its along the line, Like i just dont understand
I presume from your last topic you created you have a leak in your map

Your map needs to be sealed and not leak out into the void

If you have a leak in your map, stuff like lights, water, 3D skyboxes etc will break and not work proparly
dawsonn Jan 30, 2019 @ 11:23am 
ive checked my skybox is completly sealed to the max
Snoopy Jan 30, 2019 @ 2:07pm 
start with just the one main skybox for your map, when you get that compiling without issues go on to create your 3d skybox. Do things a step at a time, compile and check for errors/issues, fix them before going on to the next step. Doing a bunch of stuff between compiles will only make it harder to find issues when/if they come up.
dawsonn Jan 30, 2019 @ 8:17pm 
Still dont work
Chippoka Jan 31, 2019 @ 8:09am 
I have found to make those work, be sure the bottom of camera box is above the game world box top, 1024 units or so, 1/16 smaller than the size of the world box (that contains my game area and interior sky; nodraw on the exterior). I center it all up on the main map 0.0.0; with the size of my main world box being a primary size like 4096x4096x4096 (or whatever you wish; a factor of 16). Works everytime without probems (assume no leaks, valid skymap texture, etc). Use the Hammer scale down feature (1/16th, if I recall correctly) on a duplicate of your main box for forming the camera box. You could do your displacement ground surface before scaling to make the camera box (so the horizons line-up; I normally cut it out from main world (from a temporary copy) to get a perfect horizon match before scaling down (don't forget to scare down the ground texture too, otherwise the rock or grassblades, or whatnot, will look huge). Make the two boxes, and make sure it works before doing the mapping stuff (nomally done in the middle region of the main world box). Oh, and be careful to not let any ground displacements reach the void as or at a box boundry (that is a leak if it does). Boundries can't be made as displacements. Be sure to use the skybox texture in the world map and camera box (interior and exterior). You may have to fine tune move the completed camera box and/or camera entity up or down the z-axis to get the horizons to line-up. Hope this helps. ;-)
dawsonn Jan 31, 2019 @ 12:42pm 
can you join a discord call and we can discuss it step by step?
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Date Posted: Jan 29, 2019 @ 8:25pm
Posts: 9