Weird impy thing
User Profile | Member List | F.A.Q | Privacy Policy | New Blog | Search Forums | Forums Home
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Classic Doom > Doom Editing > Skyboxes in ZDoom
 
Author
All times are GMT. The time now is 15:55. Post New Thread    Post A Reply
Phendrena
Bony Member


Posts: 206
Registered: 09-12


Hi all,

I've been messing with Skyboxes in DB2 with ZDoom.
I have managed to setup a dummy sector with the skybox and placed the Skybox Viewpoint and also the Skybox Picker in the sector I want the Skybox to replace F_SKY1.

The problem, exactly how big should my skybox sector be?
The texture i am using is SKY2 from the cc4-tex resource pack, this texture is 1024x256. So my linedef is 1024x256 and the viewpoint is looking straight at that.

When I launch the game to test my map the skybox does appear however maps the whole dummy sector to the skybox. I've tried adjusting the size of the sector and also the distance that the viewpoint is away from the textured linedef.

Any pointers??

Thanks,

Dave

Old Post Sep 17 2012 21:05 #
Phendrena is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Gez
Why don't I have a custom title by now?!


Posts: 12532
Registered: 07-07


Why are you using a sky box if all you want is to use a normal sky texture? Are you trying to invest a lot of efforts in obtaining something that looks bad?

There are other methods to change the sky out there. Whether you use MAPINFO or Static_Init, a normal Doom-style sky texture is better off using the cylinder projection rather than being splattered across a skybox.

Old Post Sep 17 2012 22:39 #
Gez is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Pottus
Forum Regular


Posts: 803
Registered: 07-09


Gez is right, but remember the skybox viewpoint will show whatever is around it 360 degrees and transcribe that to the sky. So it can be useful if you want to use some architecture in your skybox here is some past stuff I've done showing what you can do.


Spheroid skybox using slopes - creates a seam free skybox the texture surface is all floor or ceiling only in the skybox which results in perfect alignment.
http://imageshack.us/a/img708/9410/...om201209171.png


This kind is a bit different, there is a horizon line inside the skybox then a double sky is used with the second sky showing behind the fire which is actually the first sky texture.

http://imageshack.us/a/img189/9410/...om201209171.png

Old Post Sep 17 2012 23:24 #
Pottus is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Phendrena
Bony Member


Posts: 206
Registered: 09-12


I like the idea of skyboxes instead of directly replacing f_sky1. I'll have to play around in the viewpoint sector and see what I can come up with as those are two interesting examples.

Cheers,

Dave

Old Post Sep 18 2012 14:54 #
Phendrena is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Doom Juan
Loser


Posts: 127
Registered: 08-12


Has anyone tried making a Skybox with Zterrain? I find it difficult to do anything decent with it, and would love to see some examples.

Old Post Sep 20 2012 00:05 #
Doom Juan is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Pottus
Forum Regular


Posts: 803
Registered: 07-09


I've tried it and have to say it's kinda cool but it does a real butt-ugly job with slopes and over all is just cheap and lazy.
http://imageshack.us/a/img194/3794/...om201209191.png

BARF!

Last edited by Pottus on Sep 20 2012 at 00:46

Old Post Sep 20 2012 00:22 #
Pottus is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Gez
Why don't I have a custom title by now?!


Posts: 12532
Registered: 07-07


Yeah, you'd have to bake lighting in the floor textures, making it kinda tedious.

To represent architecture, though, it's not bad. You can create a scaled-down city that will become a large metropolis looming in the distance.


It's also possible to have a sky in the skybox, which will then use the sky texture. I've used that effect for a Void-style map. The sky texture is a warping nebula, and the skybox contains custom spawner actors that randomly create various stars and particles with alpha transparency.

Old Post Sep 20 2012 06:43 #
Gez is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
gemini09
Senior Member


Posts: 1291
Registered: 04-03



Pottus said:
http://imageshack.us/a/img708/9410/screenshotdoom201209171.png

Is that Hud available for free use? It looks interesting, although the weapon and ammo info seems to be missing?

Anyway, I want to make a skybox for GZDoom/ ZDoom.

I have 5 textures for the box, but the Wiki doesn't explain what to do with them: http://zdoom.org/wiki/Skybox

Old Post Feb 15 2013 12:13 #
gemini09 is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Pottus
Forum Regular


Posts: 803
Registered: 07-09



gemini09 said:
Is that Hud available for free use? It looks interesting, although the weapon and ammo info seems to be missing?

Anyway, I want to make a skybox for GZDoom/ ZDoom.

I have 5 textures for the box, but the Wiki doesn't explain what to do with them: http://zdoom.org/wiki/Skybox

That HUD is for another unreleased MOD unfortunately.

Old Post Feb 18 2013 18:24 #
Pottus is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
All times are GMT. The time now is 15:55. Post New Thread    Post A Reply
 
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Classic Doom > Doom Editing > Skyboxes in ZDoom

Show Printable Version | Email this Page | Subscribe to this Thread

 

Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is OFF
vB code is ON
Smilies are OFF
[IMG] code is ON
 

< Contact Us - Doomworld >

Powered by: vBulletin Version 2.2.5
Copyright ©2000, 2001, Jelsoft Enterprises Limited.