3D Skybox
Making a 3D Skybox (not to be confused with a 2D Sky Box) with Wall Worm is much simpler than in Hammer.
- Design your entire level at the same scale, including the geometry that belongs in the 3D Skybox. Design the sky at the same scale and location as if it were simply part of your map.
- Select any brushes, models, entities and lights that belong in the 3D Skybox.
- Open Anvil (formerly called WW Displacement Tool).
- Click the Add button under Skybox Object in the Export Tags group.
When you run the export, all items tagged as Skybox objects will be offset and rescaled around a Point Helper in the scene called WW Sky Camera.
- By default, when you open Anvil, the WW Sky Camera helper is placed in the scene at location [12288,0,0] . You can move that helper to any location where you'd want to place the 3D Skybox. Make sure that it is aligned to the grid!
- Brush geometry in the 3D Skybox still need to have the Brush Geometry tag.
- WWMT models in the 3D Skybox should NOT have the Use Local Origin as World Origin option checked.
- The scale setting in the WWMT models in the sky should equate to the Sky Scale you are using. You currently set the Sky Scale of the scene in the Wall Worm Anvil UI. Unfortunately, at the moment, the scale in Anvil is expressed as the denominator of a fraction where as the WWMT UI expresses the scale as a decimal value. You can quickly set the correct scale in WWMT by clicking the 1/16 or 1/32 buttons... which would properly map to the VMF sky scale of 16 or 32 respectively.
- It may be easiest to manage if you place all of your 3D skybox geometry, models, entities into a separate layer. You may want to name it "Skybox".
Future Development
I do intend to enhance the VMF Exporter to give more controls over the values exported into the sky camera, such as fog settings. I may also move the sky scale controls to the export dialog.


