40oz Posted June 6, 2008 What size does zdoom vertically stretch skies to? I just want to know what size a sky texture should be if I want it to be completely unstretched when the "Stretch Short Skies" option is set to On. I nailed it down one time but I lost the wad file and I can't remember the height of the sky image. Does anyone know? 0 Share this post Link to post
Graf Zahl Posted June 6, 2008 JohnnyRancid said:I want it to be completely unstretched when the "Stretch Short Skies" option is set to On. You can get that much easier by adding 'forcenoskystretch' to the map definition in MAPINFO. Then anything from 200 to 240 should work. 0 Share this post Link to post
40oz Posted June 6, 2008 Doesn't that just make the sky texture repeat vertically? 0 Share this post Link to post
deathbringer Posted June 6, 2008 I'm pretty sure it's 240 high and 4x256 "round". Earth and Icarus both used "full size" skies if i remember correctly. and Phobos used a nice-looking "normal height" one. 0 Share this post Link to post
40oz Posted June 7, 2008 thanks guys =) Edit: I just tested it, it doesn't stretch, but it still tiles vertically about 2 and a half times. Is there a way to make a sky texture that reaches the full scale of up and down view? 0 Share this post Link to post
shinobi.cl Posted June 10, 2008 BTW.... anyone knows if the look up down angle limitation will be there forever? In Software and Hardware Accel. mode? I hope so :) 0 Share this post Link to post
EarthQuake Posted June 10, 2008 If an engine uses a column renderer, where all edges of walls are exactly vertical, then yes, the angle limitation will be there. If it wasn't, you'd get some strange visuals, like a badly skewed view when looking at the floor or ceiling, or possibly an error in the form of a variable overflow or division by zero. As for making a sky stretch below the horizon, I've never seen this done before. You're probably better off making a skybox. 0 Share this post Link to post
shinobi.cl Posted June 10, 2008 About the original post I tried to do that, but on zdaemon. At the end, i ended making a cylinder and putting a skybox viewpoint inside, with textures of 512 width and 1024 height. take a look at them in this thread http://www.doomworld.com/vb/wads-mods/42905-updated-shinffa-2nd-edition-soon-to-be-finished/ There's a map what does this also. A 'Great Bycicle Mistery', cant remember which part or which map. :S Also, you might read this thread. Is for zdaemon, but you might find it useful. http://forums.zdaemon.org/viewtopic.php?t=10695&postdays=0&postorder=asc&start=15 0 Share this post Link to post