It does not generate extra wpoly's as normal texture does. Sky texture applied to brushes is treated differently during rendering. This notice might also applies to other games/mods that control weather. If weather entities aren't working, that might be the reason. If you are mapping for Counter-Strike: Condition Zero - Deleted Scenes and you use any entity related to weather, the SKY texture MUST be applied to all faces of the brush, so select "treat as one", when applying SKY textures. Weather and Counter-Strike: Condition Zero - Deleted Scenes The original Half-Life SDK's compilers don't do this, allowing players to swim inside SKY brushes as if they were water brushes. This can be turned off by passing argument -noskyclip to HLCSG.exe. VHLT also automatically generates clipnodes on SKY brushes, the same effect as a CLIP brush. SKY textures must be applied to ALL faces of the sky brushes, otherwise it will cause problems with sky lighting in newer versions of VHLT's HLRAD.exe. SKY textures must be applied to visible faces while the rest can be textured with NULL. You can find all the sky names that come with HL by looking in the gfx/env/ folder (for legacy WON installations, you will find them inside the pak0.pak file which you can open with any software that is capable of reading Quake PAKs files like PAKScape). Custom skies are normally added to the gfx/env/ folder and then selected in the map properties before compiling. The actual texture shown during play is controlled by the map properties setting "Enviroment Map ( cl_skyname)". ![]() moving around the map doesn't shift the perspective of the skybox textures in any way. ![]() A skybox is a set of 6 textures that wraps around an inverted box, and is statically rendered relative to the player i.e. Wherever it's applied to a brush face in a level will instead have the skybox rendered instead. Seen in level editors but not in the game SKY is a tool texture used to place skyboxes.
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