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The Ultimate DooMer
(former) /newstuff Chronicler


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Following a not-so-small discussion in another thread, IMO it's a good idea to post in this thread the type of sky (either generally or exactly) that goes best with your map. Hopefully this will lead to sorting out the sky issue.

Map 15 works best with a city sky, or failing that, a brown or grey cloudy sky.

Old Post 06-01-04 17:47 #
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Amaster
Artificial Mechanical Android Skilled in Troubleshooting and Efficient Repair


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My map (map08) is at its best with a dark cloudy sky. The default sky for this section of the game works well enough.

The worst for me would be anything that's very bright, particularly greys and whites. My map is very dark and I use dark textures. Something like the Doom E1 sky would cause extreme contrast to the point of hampering gameplay (distant enemies would be harder to see) and perhaps even causing eye strain.

Edit: A hellish sky (lots of red) would be ok-ish, but it would look really strange. Anything with buildings would be really bad.

Last edited by Amaster on 06-01-04 at 17:59

Old Post 06-01-04 17:52 #
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Foofoo
I AM B.P.R.D.


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im doing map 24, and i spose something more earth-based would work best for me (e.g clouds, mountains, etc.) but i think im in the minority on this.

Yeah, something with mountains would definitley be best for me.

Old Post 06-02-04 16:11 #
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chopkinsca
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Foofoo said:
im doing map 24, and i spose something more earth-based would work best for me (e.g clouds, mountains, etc.) but i think im in the minority on this.

Yeah, something with mountains would definitley be best for me.



Aye, same with me (map21). My map works quite well with the EP-1 sky, and not so well with the EP-2 sky.

(Images so you can see what I mean).

Old Post 06-02-04 20:39 #
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Lutrov71
That 1024 guy


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The third skies should be red and hellish like they normally are. The other two can be mountains or clouds and stuff like that.

Old Post 06-03-04 06:58 #
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Torn
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I vote for Plutonia sky1.

Old Post 06-03-04 20:49 #
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DooMBoy
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(but Stupidity still cannot be concealed)


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Ultimate Doom E4 for the first ep's sky IMO

Old Post 06-03-04 21:38 #
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Foofoo
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KoRn said:

Aye, same with me (map21). My map works quite well with the EP-1 sky



Same here.

Old Post 06-04-04 01:28 #
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Foofoo
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oooohhh you mean the EP-1 sky for DOOM2. I thought you meant the EP-1 sky for DOOM1. I actually hate the EP-1 sky for Doom2.

Old Post 06-04-04 01:30 #
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boris
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Just leave the damn skies as they are.

Foofoo: you do know you can edit your posts, right?

Old Post 06-04-04 05:42 #
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Foofoo
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boris said:
Foofoo: you do know you can edit your posts, right?


hehe forgot all about that.

Old Post 06-05-04 02:26 #
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boris
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Heh, all that trouble for nothing. Look at this thread in the editing forum. You can have a custom sky for every level, even multiple skies in one level! Just use line special 271 or 272, which will transfere it's upper texture to any tagged sector with F_SKY1.

From boomref.txt:



271 Ext -- Transfer sky texture to tagged sectors
271 Ext -- Transfer sky texture to tagged sectors, flipped

These linedefs transfer wall textures to skies. F_SKY1 must still be used as
the floor or ceiling texture in the sectors for which sky is desired, but the
presence of a 271 or 272 property-transfer linedef can change the sky texture
to something other than a level-based default.

Every sector with F_SKY1 floor or ceiling which shares the same sector tag
as the 271 or 272 linedef will use a sky texture based on the upper texture
of the first sidedef in the 271 or 272 linedef. Sectors with F_SKY1 floors or
ceilings which are not tagged with 271 or 272 linedefs, behave just like Doom.

Horizontal offsets or scrolling in the transferred texture, is converted into
rotation of the sky texture. Vertical offsets or scrolling is transferred as
well, allowing for precise adjustments of sky position. Unpegging in the sky
transfer linedef does not affect the sky texture.

Horizontal scrolling of the transferred upper wall texture is converted into
rotation of the sky texture, but it occurs at a very slow speed relative to
the moving texture, allowing for long-period rotations (such as one complete
revolution per Doom real-time hour).

Effects other than sky-transfer effects are not excluded from the affected
sector(s), and tags can be shared so long as the effects are unambiguous.
For example, a wall-scrolling linedef can share a sector tag with both its
affectee linedef (the one being scrolled), and with the sector that the
latter controls. There is no ambiguity because one effect (scrolling) applies
to a linedef, while the other effect (sky transfer) applies to a sector.

If a sector underneath a special sky needs to be set up to have a different
purpose (for example, if it is a lift or a stairbuilder), then two tags will
need to be created, and the transfer linedef and any scrolling linedefs will
need to be duplicated as well, so that the same effect as far as the sky goes,
is duplicated in two separate sector tags. This will not affect sky appearance,
but it will allow a special sector which needs a unique tag, to sit under such
a sky.

Animated textures may be transferred to skies as well.

In Doom, skies were flipped horizontally. To maintain compatibility with this
practice, the 272 linedef flips the wall image horizontally. The 271 linedef
does not flip the wall image, and it is intended to make it easier to take
existing non-flipped wall textures and transfer them to skies.

Sky textures which are different must be separated by non-sky textures, or
else the results are undefined.

Old Post 06-11-04 15:51 #
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Amaster
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I never knew about that line...

This can potentially help with another special effect as well.

Old Post 06-11-04 17:20 #
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Foofoo
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i tried it and it doesn't even work (piece of crap)

Old Post 06-12-04 07:06 #
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Amaster
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Works in prboom (and presumably boom as well). Zdoom doesnt support it though.

I'd also like to note that zdoom doesnt support the boom transparency lump. Pretty annoying.

Old Post 06-12-04 07:13 #
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The Ultimate DooMer
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Well, we can always use a mapinfo for ZDoom to make the custom skys work. (provided only one or two skys are used and no more)

Old Post 06-12-04 07:39 #
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boris
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Amaster said:
Works in prboom (and presumably boom as well). Zdoom doesnt support it though.

Uh, of course it does work in ZDoom. I tried it myself.

Old Post 06-12-04 08:49 #
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chopkinsca
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boris said:

Uh, of course it does work in ZDoom. I tried it myself.



Yep, I just tried it as well.

This is great, now I can use the sky I want.

Old Post 06-12-04 13:44 #
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Foofoo
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i know this thread is sorta dead, and that i'm an idiot, but could some kind soul out there possibly point me in the direction of a wad that uses this boom sky thing? Because i really can't get it to work. Is there an example wad out there that uses it?

Old Post 07-07-04 01:51 #
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chopkinsca
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Foofoo said:
i know this thread is sorta dead, and that i'm an idiot, but could some kind soul out there possibly point me in the direction of a wad that uses this boom sky thing? Because i really can't get it to work. Is there an example wad out there that uses it?


I made one.
Control sector heights mean nothing. The texture must be the upper variety

Old Post 07-07-04 03:56 #
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iori
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That's awesome, custom sky's for everyone (within reason).
Would we be able to have a final ANIMATED lump in the wad which includes everyone's animated textures in it? Animated skies would be really neat.

Old Post 07-08-04 00:19 #
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boris
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Yes, animated skies work fine. Just try to set it to something like BFALL.

Old Post 07-08-04 05:42 #
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Foofoo
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chopkinsca said:


I made one.



Thanks chopskinsca ol' boy.

Old Post 07-08-04 10:33 #
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The Flange Peddler
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Can you have custom animated textures in Boom? Or do they have to replace existing textures ?

Edit: And a second unrelated question. Is it possible to make a texture both scroll and be translucent at the same time?

Last edited by The Flange Peddler on 07-08-04 at 16:05

Old Post 07-08-04 13:43 #
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boris
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Yes, that's possible. You have to use the program "SWANTBLS.EXE", which is included in the Boom editing utilities. Have a look at the "defswani.dat" file, that's also included, in there it's explained how to use it.

I know Cyb is using it too, but I don't think Boom can handle more than one AMINATED lump, so if anybody is using custom animated textures, it might be a good idea to supply Cadman with not only the textures, but also with the plain text animation definition.

Old Post 07-08-04 16:07 #
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boris
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The Flange Peddler said:
Edit: And a second unrelated question. Is it possible to make a texture both scroll and be translucent at the same time?

Yeah, I was wondering that too, could use that in my map. But I'm afraid that it's not possible :(

Old Post 07-08-04 16:08 #
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The Flange Peddler
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Oh well, probably would have looked cool. The texture will just have to be scrolling then :P

I'll look into the animated lump. Maybe I'll try and put in the animated rain I was thinking of using. Anyone know where I can get a good animated rain texture?

I'm a bit dubious as to how it'll look (and I guess it could make things crawl, especially if I make it transulcent), but I wouldn't mind trying it out...

Old Post 07-08-04 16:34 #
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