How do skies in this wad work?

http://xsnake.free.fr/wads/cybercrime3.zip

I know about your standard skies that are named rsky1 etc, and also skyboxes that are defined with gldefs, but this wad has neither. Also, is it possible to reference a skybox in MAPINFO? I've made a "compilation" of skies I like, and would like to set them to a level instead of using the changesky command all the time.

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GreyGhost said:

If you're referring to the moving clouds, that'll be WARP flat in ANIMDEFS


Oh, so the buildings aren't a part of the skybox? How's that achieved?

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invictius said:

http://xsnake.free.fr/wads/cybercrime3.zip

I know about your standard skies that are named rsky1 etc, and also skyboxes that are defined with gldefs, but this wad has neither.



http://zdoom.org/wiki/skybox

Basically a small "skybox" room is created, and a SkyViewpoint thing is placed inside that sector, and any areas with F_SKY1 will be shown as from the perspective of the SkyViewpoint. You can use IDDT and IDCLIP to go to these sectors, to look at them in the level; on MAP01 of this wad, it's out to the west of the main map.

Also, is it possible to reference a skybox in MAPINFO? I've made a "compilation" of skies I like, and would like to set them to a level instead of using the changesky command all the time.


Sure, have a look at the various sky parameters over at http://zdoom.org/wiki/MAPINFO/Map_definition. You can also open up the MAPINFO in zdoom.pk3 or the equivalent for your port to edit and look at them. As an example, here's the definition of MAP01 for Doom 2:

map MAP01 lookup "HUSTR_1"
{
	titlepatch = "CWILV00"
	next = "MAP02"
	secretnext = "MAP02"
	sky1 = "SKY1"
	cluster = 5
	par = 30
	music = "$MUSIC_RUNNIN"
}
Changing the sky1 value to SKY2 will use the second Doom 2 sky on MAP01, for instance. You should be able to do GL skyboxes this way, but not SkyViewpoint boxes like in the linked wad.

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plums said:

http://zdoom.org/wiki/skybox

Basically a small "skybox" room is created, and a SkyViewpoint thing is placed inside that sector, and any areas with F_SKY1 will be shown as from the perspective of the SkyViewpoint. You can use IDDT and IDCLIP to go to these sectors, to look at them in the level; on MAP01 of this wad, it's out to the west of the main map.



Sure, have a look at the various sky parameters over at http://zdoom.org/wiki/MAPINFO/Map_definition. You can also open up the MAPINFO in zdoom.pk3/gzdoom.pk3 to edit and look at them. As an example, here's the definition of MAP01 for Doom 2:

map MAP01 lookup "HUSTR_1"
{
	titlepatch = "CWILV00"
	next = "MAP02"
	secretnext = "MAP02"
	sky1 = "SKY1"
	cluster = 5
	par = 30
	music = "$MUSIC_RUNNIN"
}
Changing the sky1 value to SKY2 will use the second Doom 2 sky on MAP01, for instance. You should be able to do GL skyboxes this way, but not SkyViewpoint boxes like in the linked wad.


I have to specify which music I want to play, don't I? When trying to use a MAPINFO lump without naming the midi track to play, I had no music at all - and I can see specifying D_RUNNIN etc being a problem when it comes to using my sky wad with other pwads that have their own midis.

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Music is there already: music = "$MUSIC_RUNNIN". It refers to a string in a language lump (language.enu) which translates to D_RUNNIN.

In any case, wads that replace music will probably just name their music file D_RUNNIN or whatever, or define their own MAPINFO stuff in which case they'll override your own MAPINFO anyhow (unless you load yours after, which isn't recommended.)

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invictius said:

Oh, so the buildings aren't a part of the skybox? How's that achieved?

They are. This particular form of skybox uses a SkyViewpoint actor inside a dummy sector (which in Map01 is located to the left of the map when viewed in an editor) along with the buildings, which are smaller than they appear. You can read up on it here.

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