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Scorched Earth / Apote 01 sky
A Texture Mod for Counter-Strike: Global Offensive
Hi-Res skybox I created for my upcoming map. I decided to release it separately, as it might be useful in other space-themed and/or post-apocalyptic maps.
Be sure to include the skybox files into your .bsp file and distribute it in BZip2 compressed form (small tutorial here), as they can eat up lots of disk space and bandwidth otherwise. Take care of poor players and server owners~
Panoramic layout in screenshots section has the bottom part of skybox showing up as being a little darker than everything else. Don't worry about this, it's only a little bug that occured during stitching LDR low-res images in editor.
Extract the archive with skybox files into /materials folder of your game (For instance, Steam/steamapps/common/Counter-Strike Global Offensive/csgo/materials).
In Hammer, go to Map -> Map Properties and type "sky_apote01_hdr" (without quotes) into SkyBox Texture Name field.
I love it, among other bananites, counter-strike global offensive needs more skyboxes for sure! I might use this myself since i have pretty unique idea for map, as the map unique style depends on space - theme. Good job and loved the actual map too!
Credits go straight to you :)
> **Posted by Sm1Le**
> You can fix to reduce the size, because they are not looking to download maps?
Are you talking about reducing resolution? I think you can downscale those .vtf files in VTFEdit to whatever size you need.
> **Posted by ConVict RIZLA**
> - bro im gonna use this, and ill give you lots of credit. :) thanks.
> and also it looks and sounds as if you definitely know exactly what your doing when it comes to making skybox textures, i am currently researching and trying to find a way to be successful at this, and am wondering if you had a youtube tutorial or something i dont know about?
Thanks for comment, though I can't really say I'm particularly skilled in this area. This skybox scene was created and rendered part by part in Terragen 2, then stitched together and projected onto a cube in another panoramic software, both which I've never used before. I had some experience in other procedural 2D/3D editors though, especially in Werkkzeug 3 & 4, so this must've helped quite a bit.
There was plenty of trial and error method involved, and most of the time I simply used this official editor nodes reference while figuring out how to combine them properly on my own. That's my weird way of learning things.
Anyway. If you wanna go with tutorials & examples, you can start from Planetside forums. I'm sure they got enough info in there to help newcomers.
- bro im gonna use this, and ill give you lots of credit. :) thanks.
and also it looks and sounds as if you definitely know exactly what your doing when it comes to making skybox textures, i am currently researching and trying to find a way to be successful at this, and am wondering if you had a youtube tutorial or something i dont know about?