Author Topic: How do you make a skybox?  (Read 4550 times)

I'm know this isn't going to be vary simple, but would anyone know how to make a skybox from textures?

Make 7 textures, the six sides of the box, then a reflection type texture.  Then make a file called resource.dml that looks like this
Code: [Select]
Texture 1
Texture 2
Texture 3
Texture 4
Texture 5
Texture 6
Texture 7


Make 7 textures, the six sides of the box, then a reflection type texture.  Then make a file called resource.dml that looks like this
Code: [Select]
Texture 1
Texture 2
Texture 3
Texture 4
Texture 5
Texture 6
Texture 7
This is how you edit Slate, true?

Make 7 textures, the six sides of the box, then a reflection type texture.  Then make a file called resource.dml that looks like this
Code: [Select]
Texture 1
Texture 2
Texture 3
Texture 4
Texture 5
Texture 6
Texture 7

I'm really new to the mission editor. How do you do that?

I'm really new to the mission editor. How do you do that?
It's not mission editor.

Ah i get the function now, But where can i get some skybox textures?

This guide for creating skies with terragen is designed to work with hl2, etc:

http://developer.valvesoftware.com/wiki/Skybox_(2D)_with_Terragen

However, the process for creating a sky for torque is exactly the same up to the point where it says "Use Photoshop or PaintShopPro to save them as TGA files" at which point you should save them as pngs and then ignore the the of the guide. Follow the above procedure for getting your sky textures in-game.



You can also use this program:
http://www.blitzbasic.com/Community/posts.php?topic=31940

It will export the sky as one large image and you will have to divide it up into it's squares. It's not that hard though, it makes nice night/space skies.



You can also get skies at the following site:
http://wadfather.planethalflife.gamespy.com/new/index.php? (just look under environment maps)

Wow thanks Wedge, but i got 1 more question. How would you divide a sky image in to squares for a sky texture?




You would use a photo editor like photoshop, paint.NET or GIMP. If you really feel like paying for a photo editor I would recommend Photoshop Elements 4 which is only like $30 on amazon.

Actually, you should be able to do this in paint even.

The tool will be called something different in every program. In GIMP it's canvas resize. I can't remember what it's called on others.

In GIMP, you resize the canvas to 256x256 or 512x512 or whatever the height of the image is. Save (using save as and a different name) that as your first square. Then reload the first image. Resize the canvas again but offset the canvas by 256 or 512 or whatever on the x axis and then save it again. This gets you the second image. Reload, and this time offset it to 512 or 1024 (see the pattern? You're just incrementing by the same unit you began with). Continue this until you've got 6 pictures. The 7th picture will be an environment map. If you have a modeling program you can map your textures to a sphere and make a fancy environment map. Otherwise, just use a random part of the sky for 7, it doesn't matter. You'll only ever see it if someone forgets to texture a model.

Afther trying to play around with this in my spare time, I'm having a little trouble with the canvas size and the sky i made, and yes I am using GIMP. OK for one, I'm not sure if my sky is supposed to look like this.



And my last problem would be that when I try to canvas size it, it won't do it.

So, what am i doing wrong?

Areyou using terragen or that other program?

Make 7 textures, the six sides of the box, then a reflection type texture.  Then make a file called resource.dml that looks like this
Code: [Select]
Texture 1
Texture 2
Texture 3
Texture 4
Texture 5
Texture 6
Texture 7
Are you serious? I was looking everywhere how to make a Skybox but never gotten around to asking. Thanks.
I shall make maps for Blockland sometime.

Areyou using terragen or that other program?
I'm using terragen, but i guess i didn't make the sky right...

I'm using terragen, but i guess i didn't make the sky right...

If you follow the tutorial on the valve wiki you won't need to resize the canvas or anything, all you have to do is make sure it's in the right file format.