anchor.diff:  - [ ] In the left side 3d view, at the bottom, next to the word view, is the "Current Editor Type" button. Click it and change it to UV/Image Editor.
   - [ ] Place your mouse inside the right side 3d view and press kbd:[NumPad 5] to toggle ortho view. You're now setup to render your Angular map.
   - [ ] Save your file.
  +
  +[%interactive]
  +.Rendering And Saving
   - [ ] With your first camera selected (in this case Camera-down) and your mouse inside the right side 3d view, press kbd:[Ctrl]+kbd:[NumPad 0] to set your selected camera to be the active camera. 
   - [ ] Press kbd:[F12] to render the scene. A image will appear in the left side UV/Image Editor.
   - [ ] With your mouse inside the left side UV/Image Editor you can scroll in or out to center the view.
  
positive.code: - [ ] Save your file.
  - [ ] Open up a web browser and search for "free high res skymap" and select a Angular map of your choice or you can find some here at link:https://blenderartists.org/forum/showthread.php?24038-Free-high-res-skymaps-%2528Massive-07-update!%2529[https://blenderartists.org/forum/showthread.php?24038-Free-high-res-skymaps-%2528Massive-07-update!%2529] instead. Remember to select an *ANGULAR* map.
  - [ ] Save a map to your pc in a place you can easily locate it from later in blender.
  - [ ] From the properties panel (bottom-right panel) select the Textures tab (red-white checkerboard) then press the new button to create a new texture. Rename this texture to AngMap.
  - [ ] Under the Image panel select open and navigate to the file you saved earlier.
  - [ ] In the Mapping panel select AngMap from the drop down box.
  - [ ] In the Influence panel de-select blend (ble) and select horizon (hor).
  - [ ] From the properties panel select the Data tab (reel to reel camera).
  - [ ] In the lens panel change the Focal Lens value from 35 to 16. Do this for every camera.
  - [ ] From the properties panel select the Render tab (normal looking camera).
  - [ ] In the Dimensions panel set the resolution to any number that is a power of 2. For this example 1024 x 1024. 
  - [ ] Slide the resolution scale to 100%.
  - [ ] In the Output panel change the image type to JPEG. I have found out by trial and error that using a JPEG file has the same image quality as a PNG or DDS file but with a huge difference in image size. A single PNG image will clock in at over 8mb to the JPEG size of 325kb. Even converting to a DDS file comes in at over 3mb for comparison (using RGB888 as is recommended by Momoko_Fan/Core Developer in this link:https://hub.jmonkeyengine.org/t/best-dds-format-for-skyfactory/17668/2[forum post]) with no gain in image quality that I could see. Your welcome to experiment on your own if you wish.
  - [ ] Set the image format to RGB.
  - [ ] Setting the quality slider to 0 has the effect of reducing the image size. In this example it reduced the image sizes to less than 125kb, once again with no discernable image degradation that I could see.
  - [ ] In the properties panel select the World tab.
  - [ ] Check the Real Sky toggle.
  - [ ] Next we will setup the 3d view for your Angular map generation. 
  - [ ] From the header at the top of the 3d view click the "Choose Screen Layout" drop down list next to the word "Default" and select "Split Verticle F/R". 
  - [ ] Click the "+" sign to create a new layout. 
  
negative.code: **  Cubemap layout (Cross Horizontal)
  **  2 to the power of: (10 for 1024 sized Layers) 
  .  Press btn:[OK] to slice up the image.
  .  Select menu:File[Export As] and change the `Name` to and `File Type` to `.dds` and choose your save location to export into.
  .  Press btn:[Export].
  * Compression: `None`
  * Format: `RGB8`
  * Save: `As cube map`
  * MipMaps: `No mipmaps`
  . Press btn:[OK] to export.
  
  You add it to your scene as is explained in the <<jme3/advanced/sky#,How to add a Sky to your Scene>> tutorial.
  