In this tutorial we will learn how to:

Define a Skybox.
Edit Face Properties.


Sky boxes are surprisingly easy to create with the Genesis 3D engine. It involves two simple steps: Defining your sky box textures, and editing your face properties for areas which the sky is visible.

We will begin by creating a simple room(if you do not know how to create a room, I suggest reading Tutorial 1). Stretch the room so that it is a bit taller and wider than the average room we have been creating. There is no real reason for this, it just seems to make the room look a bit more realistic.

Now we will proceed to Step #1 of Sky Box creation, defining your Sky Box textures. We do this by selecting the Sky Options Tab in our Options Page(mid-right corner of screen). You will be presented with a group of boxes which allow you to assign textures to the left, right, top, bottom, front, and back of your Sky Box. I should probably take a second to explain how the Sky Box works in the GWE. The sky is an actual box, which rotates around your world, and is an infinite distance away. These settings define the actual textures on each side of our box. I suggest checking each of the six sides of the Sky Box and assigning them all the Stars texture.

Now that we have defined our Sky Box, we must tell the engine which Faces can see through to the sky. In our example we will only change this value for the roof of our room. This is meant to simulate the lack of a roof. You can actually assign windows to the outside world by selecting any face, and setting it's sky attribute to true.

Okay, enough of the explanations, let's put this into action. Select your brush, and change into face mode by hitting the Page Down key. Select the ceiling of your room. Now we need to edit the face attributes for this face(our ceiling). We do so by clicking the Face/Brush Attributes button( gefacebrushattr.jpg (880 bytes) ). This will bring up a menu that looks like the image below:

gefaceattrmenu.jpg (11679 bytes)

Select the Sky checkbox as I have done in the above image. That is the only value you will have to change. It is as easy as that. Now if you compile and run your map, you will have a room with a rotating sky.