Tolwyn Posted May 25, 2016 Ok. I've looked around and maybe I'm stuck, or missing a syntax. I'm creating one large PWAD made from many other PWADs. Changing the Map markers so they all play sequentially. Some of the PWADS have custom skies. And I've allowed for that in the P_START/P_END lumps, the Texture1 Lump, etc. But when they are skies... Is there a way for PRBOOM-PLUS, to specify a custom sky name (not sky1, sky2, sky3) for the particular map? e.g. Map01 = default sky Map02 = star field sky etc? If not, that's fine, I just figured there must be a way. I've tried WADINFO lump, GLDEFS, etc. And I probably am missing something. 0 Share this post Link to post
Da Werecat Posted May 25, 2016 Unfortunately, there's no way to assign unique skies to levels as easily as in ZDoom, for example. You'll have to edit the maps themselves - there's a couple of actions in Boom (271 and 272) that allow binding unique skies to sector tags. 0 Share this post Link to post
Gez Posted May 25, 2016 Da Werecat said:there's a couple of actions in Boom MBF (271 and 272) 0 Share this post Link to post
AD_79 Posted May 25, 2016 PRBoom+ supports MBF line actions 271 and 272, even in -complevel 9, which is "Boom format". 0 Share this post Link to post
Da Werecat Posted May 25, 2016 And it still doesn't support any other way to set non-standart skies. At least it didn't when I last checked. 0 Share this post Link to post
Mechadon Posted May 25, 2016 I'm fairly certain the MBF sky transfers are the only way to get custom skies per map in PrBoom+. Unless it has support for a MAPINFO-like lump to assign skies like that (if it does, then its news to me). So Tolwyn, to answer you question (assuming I'm right about the above), the only way to do what you want is to go into each map and manually setup the skies for each using the MBF sky transfer specials (271, 272). These are MBF line actions, but PrBoom+ and most advanced ports support this. It's going to be a lot more work though since it requires you to make dummy sectors with the line actions, and then tag all of the F_SKY1 sectors (and in cases where there is already a tag in a sky sector, you will have to make extra sky transfer lines for those tags). It's a lot more tedious than setting up something like a MAPINFO lump, unfortunately. 0 Share this post Link to post
TimeOfDeath Posted May 25, 2016 There's a prefab for that: skytransferprefab.wad Copy this into the map and put the sky texture as the upper texture on each line. Tag 0-99. 0 Share this post Link to post