robsta2007 Posted September 11, 2007 hey everone, i just have a quick question, how do you make skies? 0 Share this post Link to post
robsta2007 Posted September 11, 2007 i mean, how do i make like a outdor map, how do i ably a sky 0 Share this post Link to post
myk Posted September 11, 2007 Normally, it's a special flat, F_SKY. The specific sky used in the level will depend on what episode it belongs to. 0 Share this post Link to post
YMB Posted September 12, 2007 Wow. This has been an enlightening nugget of a thread. 0 Share this post Link to post
Steeveeo Posted September 12, 2007 Usefull little tidbit: If using GZDoom, you can make a full on 6-sided Skybox using a GLDEFS lump (insert using XWE or SLumpEd). Uses these syntax in the GLDEFS lump: skybox <NAME> { <North lump> <East lump> <South lump> <West lump> <Top lump> <Bottom lump> }Example: skybox LAKE { LAKE_N LAKE_E LAKE_S LAKE_W LAKE_T LAKE_B }Then just use a MAPINFO lump and tell it to use your GLDEFS defined skybox. map MAPxx "<Map Name>" sky1 <Skyname> 0.0Just another method of doing things. Happy to help (or whatever it is I'm doing). PM me if any of you want any skyboxes I have in my collection! 0 Share this post Link to post
esselfortium Posted September 12, 2007 Steeveeo said:GZDoom Fun Fact(TM): Most Doom mappers don't use GZDoom, and you posting information about it in their threads about general Doom-editing questions isn't going to convert them over to it! :) 0 Share this post Link to post
jval Posted September 12, 2007 In Doom 1 make patches with names SKY1, SKY2, SKY3 or SKY4 and for Doom 2 make patches with names RSKY1, RSKY2, RSKY3. 0 Share this post Link to post
Steeveeo Posted September 12, 2007 esselfortium said:Fun Fact(TM): Most Doom mappers don't use GZDoom, and you posting information about it in their threads about general Doom-editing questions isn't going to convert them over to it! :) I reject your reality, and substitute my own! Convert? Whos trying to convert? I'm just trying to convince him to use this because its better...err...wait... [/joking] Note: I did say at the end of it: "Just another way of doing things" I also think I used the word "if" a couple times...hmmm...yup. @FunFact: Maybe not most, but a fair share :) 0 Share this post Link to post
ReX Posted September 12, 2007 robsta2007 said:hey everone, i just have a quick question, how do you make skies? .... i mean, how do i make like a outdor map, how do i ably a skyAs myk said, you will use the F_SKY flat for the ceiling of your outdoor area. There are two types of areas with sky ceilings:1. An area with walls, and whose ceiling opens to the sky. 2. An area without walls, and whose ceiling opens to the sky. Is seems that you want instructions on this type of area.You can create a test area as follows:1. Begin by opening your map editor to create a new map. 2. Create a sector with dimensions 256*256. 3. Make the floor height 0, the ceiling height 0, and the ceiling flat = F_SKY. 4. Within the first sector create another sector with dimensions 192*192. 4. Make the ceiling height of this new sector 128. 5. Insert the Player1 start in this second sector, and save your map.This is the simplest form of an outdoor area. You will notice that the surrounding area has a sky both for its ceiling as well as its floor. The way to solve this problem is to create a low wall that surrounds the playable area, but obscures the sky-floor. A 40-unit high wall ought to be sufficient. Ask if you need further instructions. 0 Share this post Link to post
Skeetz Posted September 21, 2007 esselfortium said:Fun Fact(TM): Most Doom mappers don't use GZDoom, :) I use GZDoom. 0 Share this post Link to post
Maes Posted September 21, 2007 esselfortium said:Fun Fact(TM): Most Doom mappers don't use GZDoom They are irrelevant, they will be assimilated, resistance is futile. 0 Share this post Link to post
Dutch Doomer Posted September 21, 2007 I don't use Gzdoom and the Borg can kiss my ass. 0 Share this post Link to post
John Smith Posted September 22, 2007 I don't use GZDoom. And from the amount of GZDoom wads in the archives I wouldn't say a whole lot of people edit with it either. 0 Share this post Link to post
ReX Posted September 23, 2007 How did this thread get derailed into a discussion on the popularity of GZDooM as a platform for custom wads? Given robsta2007's original question, I think he's still learning the ropes of editing in vanilla DooM, so it's safe to say that he won't be considering using GZDooM any time soon. For my part, I think GZDooM is a terrific addition to the stable of DooM source ports. As a matter of fact, I think I'll go out and build me a few maps for GZDooM. [And the derailing continues ....] 0 Share this post Link to post
blarg Posted September 28, 2007 I don't use a port, (yet) and I would think F_SKY could be applied as the ceiling and the floor to make a floating section of walls, but then either the ceiling or the floor will have the HOM effect. Any ways around this? 0 Share this post Link to post