The skyboxes.2da file defines the skybox models the game can load for particular times of the day for an area.
Skybox Usage
You usually set a skybox in the Area properties. Areas can be any combination of interior/exterior, artificial/natural and underground/above ground - there areno restrictions when setting a skybox.
Setting a skybox automatically adds additional render distance, see Render Distance with Fog and Skyboxes.
You can use GetSkyBox and SetSkyBox to change them whenever you like, which accept lines from this 2da (noting the last one - Black - is not actually defined in nwscript.nss).
2da Columns
| Column | Example Contents | Valid Values | Description and Notes |
|---|---|---|---|
| LABEL | Grass_Clear | Text | Human readable name. This is used in the toolset when the STRING_REF column is blank. For some reason Bioware didn't make use of quotes, which are entirely valid (eg: having "Desert, Clear" instead of Desert_Clear works fine). Only used in the toolset, unused in game. |
| STRING_REF | **** | TLK number or **** | Used to display a localised string reference name from a TLK file. If blank uses the LABEL column in the toolset. Only used in the toolset, unused in game. |
| CYCLICAL | 1 | 1 - Cyclical 0 - Not cyclical | If the skybox is cyclical or not. This needs documenting if you know what it does. |
DAWN DAY DUSK NIGHT | Skyda_001 | MDL file name | This is the model to display as the skybox for that period of time. The Dawn Start Hour and Dusk Start Hour determine some of the timings of this. Additionally there is no nice faded transition, the new model simply pops into existence. Skybox models themselves are centred on the player, and fairly large with a usually highly detailed texture (or multiple textures) on them. To make a new skybox simply with a new texture, you could edit an existing skybox and alter the bitmap field to point at a new texture. |