UDMF sector sky properties

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Re: UDMF sector sky properties

by Graf Zahl » Tue Dec 15, 2015 2:49 am

Static_Init doesn't do much, it only flags the sector and then lets the renderer pick the sky from the linedef.That code is probably the best guideline to handle per-sector skies.

Re: UDMF sector sky properties

by Xaser » Mon Dec 14, 2015 5:39 pm

In terms of difficulty, I imagine that we really have two separate things here: adding arbitrary non-skybox skies requires removing some de-hardcoding, but the two skypicker properties ought to be easier since they're already configurable per-sector (in a somewhat roundabout way).

Thinking on it, though, how are Static_Init skies handled? That may be bootstrappable.

I'm educatedly-guessing here, of course.

Re: UDMF sector sky properties

by Major Cooke » Sat Dec 12, 2015 6:15 pm

...Oh. Nevermind then.

Re: UDMF sector sky properties

by Graf Zahl » Sat Dec 12, 2015 5:02 pm

The biggest fun here will be to manage this in the renderer which (again) suffers from overreliance on global variables for the sky properties.

Re: UDMF sector sky properties

by Major Cooke » Sat Dec 12, 2015 4:23 pm

I wonder how hard it would be to make this possible... Hmm, time to investigate my first adventure into UDMF! If someone doesn't beat me to it. :P

Re: UDMF sector sky properties

by Tormentor667 » Sat Dec 12, 2015 2:50 pm

Xaser wrote:The more we move away from the "place things in a sector" paradigm the better.
Absolutely right, I second this

Re: UDMF sector sky properties

by Xaser » Sat Dec 12, 2015 2:44 pm

The more we move away from the "place things in a sector" paradigm the better. This suggestion closes one of the biggest gaps, so I'm super-for-it.

Re: UDMF sector sky properties

by Major Cooke » Sat Dec 12, 2015 11:22 am

Agreed. I so need this. Putting things into a sector is good and all, but managing them and finding the things especially if the sector is somewhat large and split up into subsectors can be difficult to find.

UDMF sector sky properties

by Gez » Sat Dec 12, 2015 9:45 am

There were some discussion on that subject recently, so I figured I'd create a thread to keep track of what should be covered by an implementation.
  • A [wiki]sky[/wiki] can be a double sky, or an alternate sky in case of [wiki]lightning[/wiki], so there should be properties for both sky1 and sky2.
  • Perhaps the sky1 and sky2 properties could be duplicated so as to have separate skies for floors and ceilings.
  • A sky can also be a [wiki]skybox[/wiki], so this ought to be able to replace the [wiki=Classes:SkyPicker]SkyPicker[/wiki] thing. Trying to shoehorn skypicker TIDs in a sky texture field would be hacky (what if a sky texture is named simply "1"?) so it may be necessary for robustness to have it as a separate property.
So to recap, we could get something like this:

Code: Select all

ceilingsky1 = "texture name";
ceilingsky2 = "texture name";
ceilingskypicker = <tid>;
floorsky1 = "texturename";
floorsky2 = "texturename";
floorskypicker = <tid>;
Default texture name of an empty string would be to use the sky defined in [wiki]MAPINFO[/wiki] (or through [wiki]Static_Init[/wiki] for this sector). Default tid of 0, likewise (as the skypicker things work).

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