Set wall textures as sky textures.

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Expand view Topic review: Set wall textures as sky textures.

Re: Set wall textures as sky textures.

by HotWax » Tue Jun 02, 2009 6:30 pm

Graf Zahl wrote:... and coincidentally Enjay already posted the relevant link.
Missed my edit:
HotWax wrote:OK, so forget what I said about there not being an equivalent, but could we have the UDMF property added anyway? It seems to me this is a prime example of what UDMF was meant to do -- take away some of the line specials hacks used to get around the WAD format limitations and put them directly in the sector properties where they belong.

Re: Set wall textures as sky textures.

by Gez » Tue Jun 02, 2009 1:14 am

HotWax wrote:Special 271 (listed in DB2 as Transfer Sky to Sector) is apparently what Sonny is talking about. In Hexen mode, type 271 is unknown
Which is natural since the Hexen format uses only a byte for the line special, to leave more room for the args.

Re: Set wall textures as sky textures.

by Graf Zahl » Tue Jun 02, 2009 12:56 am

... and coincidentally Enjay already posted the relevant link.

Re: Set wall textures as sky textures.

by Blzut3 » Mon Jun 01, 2009 6:20 pm

Allow me to point out that ZDoom doesn't use Doom format maps as-is. They are up-converted at run time, so I'm pretty sure you won't find a doom format only feature.

Re: Set wall textures as sky textures.

by HotWax » Mon Jun 01, 2009 6:04 pm

Gez wrote:Everything that's possible in Doom format is possible in Hexen format. :roll:
In this case, maybe not... or at least, not in the same manner.

Special 271 (listed in DB2 as Transfer Sky to Sector) is apparently what Sonny is talking about. In Hexen mode, type 271 is unknown, and I was unable to find an equivalent, either in DB2 or on the wiki. You can, of course, use skybox pickers, but it sounds like Sonny is saying he's no good at that, hence wanting to just set a texture.

I also checked in UDMF, but again 271 is unknown and I couldn't find an equivalent. But then, in UDMF format you'd expect to be able to set the sky texture to use directly from the sector's properties. Sadly, that is not the case.

So, unless I'm missing something, it seems this simple feature or one equivalently easy to use does not exist in Hexen or UDMF format. I would suggest, at the least, adding a ZDoom-specific text property called "alternateskytexture" or something similar in the UDMF format.

[edit] Dammit, Enjay! OK, so forget what I said about there not being an equivalent, but could we have the UDMF property added anyway? It seems to me this is a prime example of what UDMF was meant to do -- take away some of the line specials hacks used to get around the WAD format limitations and put them directly in the sector properties where they belong.

Re: Set wall textures as sky textures.

by Enjay » Mon Jun 01, 2009 5:59 pm

Re: Set wall textures as sky textures.

by Gez » Mon Jun 01, 2009 4:24 pm

Everything that's possible in Doom format is possible in Hexen format. :roll:

Set wall textures as sky textures.

by Sonnyboy » Mon Jun 01, 2009 4:20 pm

I haven't been able to make a passable skybox with ZDooM. With doombuilder Zdoom in Doom format, you could set a wall texture to be the sky texture to the tagged sectors. Put that in ZDooM (in hexen format) please!

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