anchor.diff:  So let's get started
   
   *  Fire up blender and you'll see something like this.
  -**  image:jme3/external/start-screen2.png[start-screen2.png,with="",height=""]
  +**  image:jme3/external/start-screen2.png[start-screen2.png,width="",height=""]
   
   *  The cube in the start scene is perfect for us. What we'll do is have Blender render the scene onto that cube. The resulting image is what we'll use for our sky box. So our jME sky will look like we stood inside the blender box and looked out on the scene in blender.
   *  Start by selecting the box and set its material to shadeless.
  -**  image:jme3/external/shadeless.png[shadeless.png,with="",height=""]
  +**  image:jme3/external/shadeless.png[shadeless.png,width="",height=""]
   
   *  Now we will create a texture for the box. Make sure the texture is an `Environment Map`, that the `Viewpoint Object` is set to the cube. The resolution is how large the resulting image will be. More pixels makes the sky look better but comes at the cost of texture memory. You'll have to trim the resolution to what works in your application.
  -**  image:jme3/external/texture.png[texture.png,with="",height=""]
  +**  image:jme3/external/texture.png[texture.png,width="",height=""]
   
   *  Next up is the fun part, create the sky scene in blender. You can do whatever fits your application, include models for a city landscape, set up a texture mapped sphere in blender with a nice photographed sky, whatever you can think will make a good sky. I am not so creative so I created this scene:
  -**  image:jme3/external/scene.png[scene.png,with="",height=""]
  +**  image:jme3/external/scene.png[scene.png,width="",height=""]
   
   *  Now render the scene (press F12). It doesn't actually matter where the camera is in blender but you might see something similar to this:
  -**  image:jme3/external/render.png[render.png,with="",height=""]
  +**  image:jme3/external/render.png[render.png,width="",height=""]
   
   *  You can see that Blender has actually drawn the scene onto the cube. This is exactly what we want. Now to save the image.
   *  Select the texture of the cube and select save environment map.
  -**  image:jme3/external/saveenvmap.png[saveenvmap.png,with="",height=""]
  +**  image:jme3/external/saveenvmap.png[saveenvmap.png,width="",height=""]
   
   *  That is it for Blender. Open the saved image in some image editor (I use the Gimp from link:http://www.gimp.org[http://www.gimp.org] here).
   
  
positive.code: 
  A sky box is a texture mapped cube, it can also, loosely, be called en EnvMap or a CubeMap. The camera is inside the cube and the clever thing that jME does is to draw the sky so it is always behind whatever else is in your scene. Imagine the monkey is the camera in the picture.
  
  *  image:jme3/external/skybox-concept.png[skybox-concept.png,with="",height=""]
  
  But a real sky is not a box around our heads, it is more like a sphere. So if we put any old image in the sky it will look strange and might even look like a box. This is not what we want. The trick is to distort the image so that it will _look_ like a sphere even if it in fact is a picture pasted on a box. Luckily blender can do that tricky distortion for us.
  
  
negative.code: *  Create material for it using the lighting definition.
  *  Add the colorMap in the diffuse map slot and the lightMap in the light map slot.
  *  Make sure you check “SeparateTexCoords
  **  image:jme3/advanced/5.jpg[5.jpg,width="600",height=""]
  
  *  It should roughly result in something like that :
  **  image:jme3/advanced/6.jpg[6.jpg,width="600",height=""]
  
  
  The blend file, the ogre xml files and the textures can be found in the download section of the google code repo
  