YOU WILL NEED: Adobe Photoshop + NVIDIA DDS Plugin An HDRI (download these at polyhaven or similar) BeamNG.drive (obviously) A text editor (Notepad++ preferred) Sky template: https://drive.google.com/file/d/1HRJPpqXlCtk_M71mzxo8AXCqsoUBSuVM/view?usp=share_link 1. Download the template and extract it to (BeamNG user folder)\levels\(your level)\ 2. Open art\cubemaps\cubemap_small_island_reflection\main.materials.json and replace all instances of west_coast_usa with your level's folder name. 3. Open this website: https://matheowis.github.io/HDRI-to-CubeMap/ 4. Upload your HDRI, and click Save. 5. Select your resolution (2048 preferred) and .hdr for the file type, then the second format option. 6. Click Process, wait a bit, then save again. You will see a zip file get downloaded. 7. Extract the contents of the zip folder to (BeamNG user folder)\levels\(your level)\art\cubemaps\standard_cube_map\ 8. Open each file in the folder (the .hdr file you just extracted as well as the .dds files) in Photoshop. You cannot open all 6 .dds files at the same time, restart Photoshop after opening and saving a few. 9. The .hdr file will have six parts. Each of these parts is a face of the cubemap. The .dds files they correspond to is as follows: 1 - px.dds 2 - nx.dds 3 - nz.dds 4 - pz.dds 5 - py.dds 6 - ny.dds Copy each part of the .hdr file over each .dds file in that order. 10. Save each DDS file using the NVIDIA texture plugin. Select BC6H format. If colors appear too bright and/or washed out in the preview or in game, lower multiplication for each color channel but NOT the alpha channel. 11. Open BeamNG.drive and select the map you chose. 12. Once the map loads, open the World Editor (F11). 13. Click the "Create Object" button, then click Skybox. 14. Go to the Inspector and select Material, and search for "Skybox03". At this point your skybox should appear, but your lighting will be incorrect. It will be fixed in later steps. If it is too bright or colors are missing, go back to step 10. 15. Delete any and all cloud objects. 16. Search for "sky" in the Scene Tree, and click sunsky (or similar) 17. Adjust azimuth and elevation until the sun matches with the skybox's sun. 18. Search for the time of day object (usually TOD) and delete it. 19. Go to the level's origin (0,0,0) where you will find the skybox object. Copy it into the SceneTree. This is important as otherwise the skybox will not be saved when exiting the level. 20. Save the level. At this point you are done, but you may further tweak the level's objects in order to get it looking better. To revert changes, delete the level folder in (BeamNG user folder)\levels.