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Gothic Box

Custom texture replaced my custom skybox?

Question

This is my first dive into custom textures and skyboxes, using OTEX and Box o’ Skies. I imported the map and skybox into a wad archive using slade but forgot to import the otex textures so the skybox worked but the textures were missing. Following slade documentation I imported all of otex, pasted at the bottom of the list in slade. When I tested it the textures loaded fine but the skybox was the first texture in otex instead of the skybox I imported and named in MAPINFO (I followed doomkid’s YouTube tutorial). What am I doing wrong?

 

EDIT: should also mention I’m using the latest stable build of slade 

Edited by Gothic Box : Slade version

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1 hour ago, Kappes Buur said:

Two things:

F_SKY1 is not a texture, it is texture placeholder for the sky texture to be displayed

MAPINFO must be in the correct format, for example

 


map map01 "My new map"      // name of the map
{
    sky1 = "DNESKY09", 0.0  // new sky image
    lightning               // if you use it 
    music = "D_DDTBL2"      // music to play
    next = "map02"          // where to go next
}

 

see MAPINFO/Map definition

thank you for that, I changed the mapinfo layout to that.

 

I figured out the issue, turns out the sky texture file itself was messed up, because any other texture from box o' skies works perfectly.

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3 hours ago, ReX said:

You specifically referenced a "skybox". Depending on the method you've used, you might also have to define the skybox in a GLDEFS lump.

I actually was not aware that multiple methods existed. It's just an F_SKY1 texture on ceilings. The entirety of the MAPINFO lump is

Quote

map MAP01 "otex test map"
next MAP02
sky1 DNESKY09 0

 

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Two things:

F_SKY1 is not a texture, it is texture placeholder for the sky texture to be displayed

MAPINFO must be in the correct format, for example

 

map map01 "My new map"      // name of the map
{
    sky1 = "DNESKY09", 0.0  // new sky image
    lightning               // if you use it 
    music = "D_DDTBL2"      // music to play
    next = "map02"          // where to go next
}

 

see MAPINFO/Map definition

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