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> Can't Get Skies, I can't implement skies!
Eternal
Posted: September 26, 2005 03:08 am
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Rotten Meat


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So, how do I use a sky with no SKY texture? I have my cl_skyname set to "city", but thus far I've been forced to box off my OUTSIDE world with horrible textures. Help?
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Eternal
Posted: September 26, 2005 10:14 pm
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Rotten Meat


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And, in case you are curious, I don't want to find another .wad file with a sky texture because then people won't be able to play my map without separately downloading the .wad I use. Why doesn't the textures in BrainBread come with a sky texture? Or, atleast, how did the maps that are standard with the game get skies?

I'm tired of boxing off my world with ceiling tiles!!!
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hunter
Posted: September 27, 2005 04:34 pm
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There should be some bb sky textures in there .wad file. If not you will have to use the hl1 textures.


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Eternal
Posted: September 27, 2005 05:42 pm
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Rotten Meat


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Well, i used the half-life.wad file to implement a sky, and then I compile it. Well, when I attempt to load it into my dedicated server and launch it, it says that there is an "offset" or something at area 3500 and whatnot. In other words, when I use a sky and load the map, it crashes the server. Help?
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hunter
Posted: September 27, 2005 09:00 pm
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Probably because you havent connected all the sky together and theres a hole in your map. You best make a hollow box round your map for the sky.


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Blender
Posted: September 28, 2005 02:22 am
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no, no, NO. do NOT make a hollow box, in fact, never use hollow. sky textures arent in .wads anyways. they are just seperate .bmp files. just look in the brainbread folders and you might see something like 'skyname_top'. then in the map properties in hammer just type in 'skyname'. its been a while since ive done shit for hl1 though, so i might be wrong about something.
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Shoot_me
Posted: September 30, 2005 04:53 pm
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1. Yes; hollow boxes enclosing your level are bad for final builds. When there is a hole in your map, enclosing everything in a hollow box is helpful when debugging (throw a bunch of bright lights in your level, noclip outside it into the hollow-boxed-in portion and see where light is escaping), but should never be used in final builds (r_speeds, and overall map optimizations).
2. For the sky files in Brainbread look in the following folder:
C:\Program Files\Valve\Steam\SteamApps\your@email\half-life\brainbread\gfx\env

For the VALVe skies, just look in the gfx\env folder within the valve directory instead of the mod directory.


This post has been edited by Shoot_me on September 30, 2005 04:53 pm


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