sky_camera

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Code classes:

sky_camera is a point entity present in all Source games. It is used to mark the position of the map's origin inside 3D skyboxes. As your position changes relative to the map's origin it will be scaled and applied relative to the sky_camera.

Tip: Multiple/moving 3D skyboxes are possible. More info here.

Keyvalues[edit | edit source]

3D Skybox scale (scale) <integer>
How much bigger than normal objects in the skybox space will appear to be. If the scale is 16 (the usual value), a 1x1x1 cube will appear to be 16x16x16. Fog distances will automatically be scaled up by this amount.
Fog Enable (fogenable) <boolean>
Shows fog on skybox objects.
Fog Start (fogstart) <float>
How far away from the viewer the fog should start.
Fog End (fogend) <float>
How far away from the viewer the fog reaches Fog Max Density.
Fog Max Density (Not in FGD) (fogmaxdensity) <float>
Maximum density the fog may reach. Expressed as a decimal percent, so for 45% put 0.45.
Primary Fog Color (fogcolor) <color255>
Fog Color.
Secondary Fog Color (fogcolor2) <color255>
Secondary Fog Color. If Fog Blend is disabled, this color will never appear.
Fog Blend (fogblend) <boolean>
Enables color blending between Primary Fog Color and Secondary Fog Color. When the viewer looks in the Primary Fog Direction, fog will appear as the Primary color. When looking away from the specified direction, fog appears as the Secondary color. If the camera is not pointed directly at or away from the direction, a blend of the two colors will result.
Primary Fog Direction (fogdir) <angle>
An angle which the viewer camera is checked against to figure out the blend between the primary and secondary fog colors.
Use Angles for Fog Dir (use_angles) <boolean>
Use Pitch Yaw Roll for the Fog Blend direction instead of Primary Fog Direction. There isn't much use for this unless you want the direction to change, possibly.
HDR Color Scale (Not in FGD) (HDRColorScale) <float> (available in all games since L4d.png)
Multiplier for fog color when in HDR mode. Useless because every game it's in forces HDR anyway.
Clip 3D sky near plane to world far plane (clip_3D_skybox_near_to_world_far) <boolean> (only available in L4d2-small.png)
To do: Description.
3D sky near plane offset (clip_3D_skybox_near_to_world_far_offset) <float> (only available in L4d2-small.png)
To do: Description.

Inputs[edit | edit source]

ActivateSkybox (Not in FGD)  (available in all games since L4d2-small.png)
Changes the skybox view to be from this entity instead of another sky_camera. Buggy and incomplete.

See Also[edit | edit source]