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Skronkidonk

Change sky textures without the episode changing

Question

While watching people play wads like Sunlust I noticed that sky textures change without the episode changing. For example MAP01 - MAP03 Is a orange cloudy sky but when you hit MAP04 it becomes a starry space sky. Does anyone know how they got this to work? 

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2 hours ago, Hachi-Roku said:

While watching people play wads like Sunlust I noticed that sky textures change without the episode changing. For example MAP01 - MAP03 Is a orange cloudy sky but when you hit MAP04 it becomes a starry space sky. Does anyone know how they got this to work? 

 

It depends entirely on what source port your project is intended for.

 

Vanilla, limit-removing, or Boom-compatible*: can't be done

MBF-compatible**: Sky Transfer linedef type

Boom+ compatible***: UMAPINFO

ZDoom-compatible: MAPINFO

 

* You can still use any of the other methods even if you want your project to work in vanilla, since they won't cause any crashes or other issues if used in a port which doesn't support them (they just won't do anything)

** Most modern ports that are Boom-compatible are also MBF-compatible, including Eternity, ZDoom and its derivatives, and PRBoom

*** Boom+ ports include Eternity, Doom Retro, GZDoom, and the UMAPINFO branch of PRBoom

 

Note that the Sky Transfer linedef type allows multiple skies within the same level.

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11 hours ago, NiGHTMARE said:

Note that the Sky Transfer linedef type allows multiple skies within the same level.

 

Very true, and worth remembering. An example of this is Eviternity Map 29, where the sky changes 5 or 6 times within the level.

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