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Skies in BallisticNG are achieved through SkyDomes (NOT SkySpheres).

Skydome object in bottom pane

You can actually use any mesh you want, it just has to be a mesh.

It is recommended you use the "BallisticNG > SkyDome" material shader on this object.

Ensure the lightmapper ignores the SkyDome.

Skies should be setup as a repeating flat texture. The provided SkyDomes are UV mapped to wrap the image spherically.

Next up: TRM Editor