Firstly, i wouldn't use a blitz cube as a skybox. Mainly because your going to have problems texturing it.
Try this function. I can't remember where it came from, but i used it one of my projects. You call the function and it will create a skybox, based on the textures you pass.
You would do this to use this function. Just as you would to load a texture, include the file name of the texture for the TOP, BOTTOM, LEFT, RIGHT, FRONT and BACK sides, followed by an X Y and Z scale. The function does the rest. In the below example, the skybox would now by assigned the the variable "skybox"
Try this function. I can't remember where it came from, but i used it one of my projects. You call the function and it will create a skybox, based on the textures you pass.
Function create_skybox(f$,r$, b$,l$, t$, bt$, sx, sy, sz);front right back left top bottom scalex,y,z mesh = CreateMesh() ;front face brush = LoadBrush(f$,49) surface = CreateSurface(mesh,brush) AddVertex surface,-1,+1,-1,0,0 AddVertex surface,+1,+1,-1,1,0 AddVertex surface,+1,-1,-1,1,1 AddVertex surface,-1,-1,-1,0,1 AddTriangle surface,0,1,2 AddTriangle surface,0,2,3 FreeBrush brush ;right face brush = LoadBrush(r$,49) surface = CreateSurface(mesh,brush) AddVertex surface,+1,+1,-1,0,0 AddVertex surface,+1,+1,+1,1,0 AddVertex surface,+1,-1,+1,1,1 AddVertex surface,+1,-1,-1,0,1 AddTriangle surface,0,1,2 AddTriangle surface,0,2,3 FreeBrush brush ;back face brush = LoadBrush(b$,49) surface = CreateSurface(mesh,brush) AddVertex surface,+1,+1,+1,0,0 AddVertex surface,-1,+1,+1,1,0 AddVertex surface,-1,-1,+1,1,1 AddVertex surface,+1,-1,+1,0,1 AddTriangle surface,0,1,2 AddTriangle surface,0,2,3 FreeBrush brush ;left face brush = LoadBrush(l$,49) surface = CreateSurface(mesh,brush) AddVertex surface,-1,+1,+1,0,0 AddVertex surface,-1,+1,-1,1,0 AddVertex surface,-1,-1,-1,1,1 AddVertex surface,-1,-1,+1,0,1 AddTriangle surface,0,1,2 AddTriangle surface,0,2,3 FreeBrush brush ;top face brush = LoadBrush(t$,49) surface = CreateSurface(mesh,brush) AddVertex surface,-1,+1,+1,0,1 AddVertex surface,+1,+1,+1,0,0 AddVertex surface,+1,+1,-1,1,0 AddVertex surface,-1,+1,-1,1,1 AddTriangle surface,0,1,2 AddTriangle surface,0,2,3 FreeBrush brush ;bottom face brush = LoadBrush(bt$,49) surface = CreateSurface(mesh,brush) AddVertex surface,-1,-1,-1,1,0 AddVertex surface,+1,-1,-1,1,1 AddVertex surface,+1,-1,+1,0,1 AddVertex surface,-1,-1,+1,0,0 AddTriangle surface,0,1,2 AddTriangle surface,0,2,3 FreeBrush brush ScaleMesh mesh,sx,sy,sz FlipMesh mesh EntityFX mesh,1+4+8; make fullbright Return mesh End Function
You would do this to use this function. Just as you would to load a texture, include the file name of the texture for the TOP, BOTTOM, LEFT, RIGHT, FRONT and BACK sides, followed by an X Y and Z scale. The function does the rest. In the below example, the skybox would now by assigned the the variable "skybox"
Global skybox = create_skyBox("level1\sky_front.png","level1\sky_right.png","level1\sky_back.png","level1\sky_left.png", "level1\sky_top.png", "level1\sky_bottom.png",350,150,350)