Design Tutorials
Update: March 31, 2001
Name:
The Sky Box
Description:
This tutorial will give you some information about the 'sky box' and about the light_environment entity.
Update:
March 31, 2001
Download the tutorial here as *.zip file
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The Sky Box - by Tiger

1. The basic principle of the 'sky box'


As the the headline is saying this part is becoming more theoretical and if you are not interested in the basic principle of the sky then hide over to the more practical part.
First of all since we're talking about sky we've to define the directions. The top of of your XY-screen will be north the right part east and so on. Now we come to the 'sky box' which is like a cube around your level which each wall covered with one of the env pictures (you find them in your *.pak file under gfx\env\ ). This virtual 'sky box' is bigger then your original map in order to make it more realistic (so that you get the feeling your looking in a real sky). So the sky texture marks only the brushes which become
something like a window to the sky but later more. Back to the env pictures you will notice that they all have a basic name and then different endings like dw, up, rt, lf and so on.
In order to show you which ending belongs to which direction look at the next four pictures:

 
North = BK (back)
East = RT (right)
South = FT (front)
West = LF (left)
 

But in order to cover the sides of a cube you need four pictures for the surrounding and two pictures for the bottom and the top. If you now combine all these pictures to an opened up cube you will get this picture:

 
     
     
 

Now on the left you can see the sky how it will look in a perspective. You're level would be exactly in the middle of this cube with enough space between the borders and the walls of the cube. This virtual environment will only be seen through the parts with a sky texture. So when you're using the sky texture the compiler will make these brushes to some kind of window to the virtual environment. You can enlarge this effect of a high sky by making sky texture walls and then a ceiling.

So this was the small theoretical part of the tutorial. In the next paragraph you will get some info about the light environment and how to influence the shadow effect.




2. The light_environment and shadows


First we come to the entity which is responsible for the light in your outdoor levels. This entity is called light_environment and must be put next to the brush with the sky texture. You also need only one light_environment for each group of brushes with the sky texture (Only if there's an interruption you have to put in more then one). After putting it into your map you have to define the incidence of the light and it's color. To control the incidence of you light you have to angels, one is responsible for the horizontal angle (key: angle) and the other one control the vertical angle (key: pitch). So with these two angles you can define every incidence you want (important: since the light should shine from up to down you always need a negative pitch
value). Also you should look to the env pictures you are using in order to find out the roughly angle of your sun! The next thing you have to do is to find out the right color. It will be stupid mistake if you have a warm yellow sun and you take a white light color. So the best way is to open the env picture with the sun in your graphic application and to check the RGB value of it. For example the sun of the desert env picture has the RGB value of: 255 255 255 now to make it a little more realistic you can make the color a little bit warmer the RGB value will then be : 255 253 222 which gives your outdoor level a warmer touch.


At last we come to the shadow effect. All worldspwan brush (these are all brushes which are not entities) will draw a shadow. To control the shadow you have to change the negative pitch value. A high value around -70 degrees will mean that your light will shine very vertical and there won't be any good shadows. The opposite a very low value like -10 degrees will mean you have very long shadows and only small sunny parts. In order to find the right size of the shadows and also the right value and color of your light you simply have to try it out.


Additional Tutorial Information:
Entities of the tutorial: light_environment
worldspawn
Visit also: The Sky Texture
My First Window
Questions to: Tiger: tiger@qeradiant.com