


Create materials for each texture in \materials\skybox\, using the following template:.Make sure that you enable "Clamp S" and "Clamp T" flags or you'll see seams when running with lower texture detail. You need six images of the same resolution: Also note that fog will look wrong if env_fog_controller's settings don't correspond to the particular skybox in use. The worldspawn entity defines which skybox to use. The Sky List article suggests some settings for official game skyboxes. These lighting settings-direction, color, brightness, etc.-are fairly specific to the actual image used for the 2D skybox. ( Pitch is equivalent to the Sun's angle of elevation from the ground, and Yaw is its compass bearing.) To make sense of it all, just make sure you have only one of each of these entities in your map, and that the Pitch and Yaw are set the same for all three of them. env_cascade_light casts harsh, real-time shadows onto the map, usually copying settings from the light_environment entity.It has no effect on lighting aside from this. env_sun places a glowing sprite in the skybox to represent the Sun's apparent position in the sky.Dynamic shadows will be buggy and unconfigurable without this entity. shadow_control defines the color, direction, and attenuation distance of the dynamic shadows that are created by light_environment.light_environment defines the direction, color and intensity of the direct sunlight, and the color and intensity of the diffuse skylight.Its basic properties are controlled by three entities used in combination (four in some games): Skybox Lighting enters the map through every toolsskybox-textured brush, representing direct sun/moonlight and diffuse skylight.
