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THE IMP

Why you should start using 3D SKYbox instead of 2D.

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ABOUT TOPIC:

 

Hello people, I hope you are doing fine and happy with your life. Today I will talk about a fact which bothers me a lot. As It is written on the "TITLE" about sky textures. As we already know we use slade 3 editor to personalize our wads. However, I've seen many well designed and scipted wads, pk3s but just a few of them I witnessed which used 3D skyboxes into them. I know using a single texture for sky is much more easier and faster but it doesn't fit the map, actually. Even if you are using Hardware renderer. That's because when you look up to sky and you see void with same color palette of your custom sky texture. To be honest it's kinda look ugly and doesn't cool. So what do you think about it ?

 

TUTORIAL PAGE:(This won't work on vanilla formats.)

 

That's included on a ZDOOM WIKI page as skybox.

 

Example Skybox links:

 

CS 1.6: https://gamebanana.com/textures/cats/92

 

Half Life: https://gamebanana.com/textures/cats/1961

 

CS Source: https://gamebanana.com/textures/cats/28

 

Sven Co-op: http://scmapdb.com/skyboxes

 

You can use your own data bases if you wish to.

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What you're describing is not a 3D Skybox. A 3D Skybox uses actual models or game geometry and projects them on top of the game world. It's used in tandem with 2D skyboxes or sky textures.

 

What you're talking about IS a 2D skybox. It's just that Doom doesn't even use that because, as you said, it doesn't have a top or a bottom. The top and bottom is what makes it a "box"

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I understand, fact I am saying we can make similar thing in modern formats of DooM. About the reason I called it as "SKYBOX", builder refers it with this name.

 

For Example this one I made with "Skybox viewpoint, id number is 9080" :

 

Screenshot-1.PNG.44ae8c57fbc0e9bd3019db2205d3e733.PNG

 

I can also add stuff into this box what ever I want to. If you are saying my description is wrong thank you for correctring me.

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Actual skyboxes aren't hard to implement in GZDoom.  You basically just make a smaller scale map off to the side somewhere and set up a camera at the right height and angle to achieve the look you want.

 

I know next to nothing about map making and I made something that looks... passable?

 

I abandoned the map, though, because it would have been garbage to play on.

 

https://drive.google.com/file/d/1tbd3o1lKjz5ucXEIpqCczd10Uyocqjth/view?usp=sharing

 

word of warning, I used fog effects and it only looks right in the gl renderer.

Edited by A.o.D.

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I don't know, I know what you're talking about but it's more of a quirk than a problem. You really only notice it when you look straight up (with freelook) or if there is no floor below you (in which case the void looks cool, in my opinion).

Edited by TheMagicMushroomMan

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Well... there's no need to look up in Doom. Freelook is just optional feature added to some source ports. I think most of players and mappers do not use freelook and are happy with 2D sky.

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3 hours ago, THE IMP said:

I understand, fact I am saying we can make similar thing in modern formats of DooM. About the reason I called it as "SKYBOX", builder refers it with this name.

 

For Example this one I made with "Skybox viewpoint, id number is 9080" :

 

Screenshot-1.PNG.44ae8c57fbc0e9bd3019db2205d3e733.PNG

 

I can also add stuff into this box what ever I want to. If you are saying my description is wrong thank you for correctring me.

I prefer defining it on GLDEFS instead of putting a real box made with sectors with a skybox viewpoint. 

But this is good for engines like the old ZDoom, that doesnt have GLDefs

And thanks for sharing skyboxes! I have some collection of skyboxes made by kothic, here are:

https://www.quaddicted.com/webarchive/kell.quaddicted.com/skyboxes.html

These are designed for... quake 3, i think? Is a good collection of skyboxes, i used one of these on FURDEMON (for being more precisely, the ARES skybox)

 

 

 

Spoiler

ah, i got these from the now dead Kappes Buur page. I have been lucky for mirroring it :)

 

Edited by URROVA

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Skyboxes are quite possible in formats other than UDMF. (I would have thought this would be evident from the fact they're used in many ZDoom projects which predate UDMF, like KDIZD.)

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If you are using the 6-sided SkyBox approach, you should always use GLDEFs, never just build a physical box in the map with a SkyViewPicker and paste the relevant textures on it.

 

The reason is if a player turns on Ambient Occlusion, the game will draw shadows along the seems of the box, which obviously looks pretty bad.

 

If you do want to create a physical skybox, you need to also do the GLDEFs approach and simply use F_Sky1 on the skybox.

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