nuclide/base/texturesrc/skybox
Marco Cawthorne d41b90c081 Base: Give some love to base/
VGUI-Menu: friendList, chat backend, textview class proto
SurfaceProps: Flesh impacts recognition
PropData: BreakModels now use a bodyque to limit possible physics overhead
PMove: falldamage, liquids can now be configured via external decl
NSWeapon: added alternative punchangle based on springs, 'punchSpring X Y Z' in decl
API: Team class management APIS
NSPhysicsEntity: Optimised, optimised, optimised. New cvar: phys_lowspec. Scraping, impact effects etc have been added.
More polish everywhere else
2025-01-02 18:53:55 -08:00
..
clouds Base: Give some love to base/ 2025-01-02 18:53:55 -08:00
dune.mat Base: Give some love to base/ 2025-01-02 18:53:55 -08:00
dune.tga Base: Give some love to base/ 2025-01-02 18:53:55 -08:00
LICENSE Base: Give some love to base/ 2025-01-02 18:53:55 -08:00
README Base: Give some love to base/ 2025-01-02 18:53:55 -08:00
sundown.mat Base: Give some love to base/ 2025-01-02 18:53:55 -08:00
sundown.tga Base: Give some love to base/ 2025-01-02 18:53:55 -08:00

Everything in this .pk3dir is licensed under the GPL V2.
Two example skyboxes are included:

textures/skies/smudge:
Which is a LDR, single cubemap, skybox.

textures/skies/dune:
Which is HDR capable. So depending on the irisadaption level the sky will
darken, or brighten. r_hdr_irisadaption needs to be set to 1.

textures/skies/recotta:
Which is an LDR night-sky. A map using this does not need a light_environment
entity to light the scene. The compiler will approximate even lighting for the
entire level based around said sky.

textures/skies/yukongold:
Which is a skybox with a background, clouds rendered on top, with another
foreground box layered on top of the clouds. This is so the clouds can go
behind mountains or whatever you'd like.