Quote: "You would need a prgram that imports skyboxes into FPSC."
Or you could do it yourself.
Here is the
zip of a skybox that you can use for an example.
In the zip you will find a generic skybox X file name a03.x
You will notice if you open this file, lines like the following...
TextureFilename {
"a03_D.tga";
There are six sides to the box.
U=Up
D=Down
F=Forward
B=Back
R=Right
L=Left
Just copy that X file and replace the a03 part of the lines with the name of your skybox.
Your skybox must be named 3 digits. (the name 'four' would not work because it contains four characters)
Hence my naming convention of an alpha for the first and numerals for the other two.
This gives me 2600 combinations which is more than the number of skyboxes I would ever need.
Anyway, if you name it more than 3 characters you will have problems.
Don't ask me why, just name it 3 digits.
Moving on...
The skybox folder you create should be the same name as the X file.
It should be located in a sub=folder in the skybank folder.
IE..
C:\Program Files\The Game Creators\FPS Creator\Files\skybank\user\A03
Here I placed it in the
user subfolder in the skybank.
You'll notice too that my images are TGA format.
You need a good terrain creator because making these seamless is difficult.
But these programs just create the images.
You still can create the X file and Folder yourself, instead of using a program if you choose to.
Now you need to assign the skybox in FPSC...
In the map editor under FILE>BUILD GAME>LEVEL SETTINGS>GLOBAL SCRIPT>LEVEL SETUP>SKY
..you can assign it.
My hat is off to you Cruise, because it is obvious you are giving this your all.
I hope this helps you to understand skyboxes a bit more.