View Full Version : Texture Space skybox: sky_skylab_01

12-23-2009, 06:41 AM
Here's the space skybox I used in my cpoint mini-contest entry.

I am making it available under the Creative Commons Attribution-Non-Commercial 2.5 UK: Scotland licence (http://creativecommons.org/licenses/by-nc/2.5/scotland/), which means you are free to reuse, alter or adapt it as long as you credit the original author (me) and are not using it in a commercial work. See the link above for full details.

To use: extract the files into your team fortress 2\tf\materials\skybox folder.

Edit: Note that this skybox has full 2048x2048 textures in each direction (the high resolution was necessary to keep the stars looking like stars). To keep your map's size down, if you don't need some directions, I suggest you:

rename all the files (e.g. to sky_yourmapname)
edit the .vmts to update the texture names accordingly
delete the .vtfs you don't need
edit the .vmts for those directions to use 'tools/toolsblack' as the texture.

Here's the light_environment settings I'm using:

Brightness: 255 255 255 1200
Ambient: 118 114 139 50
Pitch Yaw Roll: -35 270 0
Pitch: -35
SunSpreadAngle: 5

These are chosen specifically for the "outer space" feel in this map; it results in extremely bright lit areas, with very dark unlit areas, and quite sharp-edged shadows. Since most of koth_skylab is effectively indoors, this choice allows me to use the environment lighting less for illumination and more for the effect of light streaming in through the big round window.

These settings will probably not be suitable for an outdoor map in space, as the harsh contrast will make it hard on the eyes, and the low ambient may result in too many poorly lit areas. For example, if I was making a moon map with this skybox--where this is still no atmosphere to soften the light--I would lower the sun brightness and increase the ambient brightness a little, but then add bright angled point_spotlights to areas where I wanted the effect of harsher lighting, such as crater edges.

Also, since there is no sun in the skybox, and no terrain in it to appear lit from any particular direction, you should choose angles that suit your map; there's no reason to prefer the angles I use above.

12-23-2009, 09:09 AM
What happens if valve tries buying a map off someone who used this texture? do they have to buy the texture off you as well as the map off the person or what? :3

And lovely skybox, I might have to make a space map just to use that skybox sometime, lol

12-23-2009, 10:46 AM
What happens if valve tries buying a map off someone who used this texture? do they have to buy the texture off you as well as the map off the person or what?
Basically yes; this is the same for any third-party content: if you didn't make it or Valve didn't make it, then if Valve wants to buy your map that uses it you must either replace the custom content or buy rights to it off its creator.

Colt Seavers
01-09-2010, 12:53 AM
nice one bud - this looks to be the answer for nmy forbidden planet map :)

01-09-2010, 02:57 AM
TF2 in Space... Where no Spam has gone before.

Great Job VelvetFistIronGlove (...Do you have a nickname?) Amazingly Unique.

01-09-2010, 09:49 AM
So what light_environment settings do you use in skylab?

01-09-2010, 11:54 AM
(...Do you have a nickname?)


Great job. This might cause my short-attention-spanned mind to start making a space map, thanks a lot. :D

01-09-2010, 02:42 PM
So what light_environment settings do you use in skylab?
I've updated the first post with the light_environment settings I used, along with a brief discussion of why they might not be suitable for you.

01-09-2010, 04:18 PM
Awesome job mate!

Got me thinking about space maps as well....

01-31-2010, 05:44 PM
That looked really nice!
I'm currently in progress of making a space "colony" type map and is looking around for a good skybox.
Btw, how do you make your skybox? I try using some star field image I've made to fit in skybox, but the perspectives at the corners are always off.

07-22-2012, 04:05 PM
I can't use that skybox :S

I don't have the skybox folder...

I have this: C:\Program Files (x86)\Steam\steamapps\zenarium\team fortress 2\tf\materials

But no skybox folder...

Help me please :S

07-22-2012, 04:10 PM
Make the skybox folder.

07-22-2012, 04:37 PM
I did it... and extracted the files do that fodler... and I still can't use the skybox

07-22-2012, 05:07 PM
You're so modest you didn't even make a thanks post.

This is a pretty awesome skybox.

07-22-2012, 05:15 PM
You're so modest you didn't even make a thanks post.

This is a pretty awesome skybox.

Are you talking to me? I will make a thanks post after seeing it working -.-

07-23-2012, 04:48 AM
I was referring to Velvet.

When people make models and textures and whatnot it is customary to make a thanks post (a post there specifically so people can "thank" the creator).

07-23-2012, 08:21 AM

I downlaod the skybox and extratec the files to a folder that I created inside the materials folder called skybox_folder.

Than I wrote the name of the skybox in my map(in the skybox menu).

But when I run the map the skybox doesn't appear...

Can you use this skybox?

07-23-2012, 09:34 AM
I solved the problem.

Best skybox of all times!! it is really awsome!!! Thank you!!!

07-23-2012, 10:42 AM
Yeah, your folder should just be called "skybox". That's why the instructions say to put it in "skybox". Not "skybox_folder". Best to follow instructions before complaining that it doesn't work.

07-23-2012, 01:52 PM
That was not the problem xD It is still skybox_folder...

Dr Rush
08-04-2012, 02:34 AM
Great skybox bro,
i think i may use this for Garry's mod space build map :D
i couldn't find a decent sky-box texture for a space scene lol
awesome work bro! ;)