I feel like there's something simple that I'm missing here. Working on a split screen game that could most definitely benefit from a skybox, but quite clearly I am doing something wrong.
Although +6 skycube textures seem to work all right (not sure about the Z buffer but that's for another time), sky models... suck.
Unlike in my old C-script projects, the sky model does not follow any of the camera viewports (haven't tested on "camera" but that doesn't matter anyway for this project). Level objects clip right through it like a wall, and moving around in a space level gives me a giant flat planet that I can literally go up and poke.
Definition:
ENTITY* skySpace =
{
type = "space2.mdl";
layer = 1;
scale_x = 14;
scale_y = 14;
scale_z = 14;
flags2 = SCENE|SHOW|SKY;
material = mtl_bright_unlit;
}
Is there something I'm missing here? Any reason why the model marked SCENE and SKY still insists on sitting inside my physical level?