UDMF sector sky properties

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UDMF sector sky properties

Postby Gez » Sat Dec 12, 2015 10:45 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 sky can be a double sky, or an alternate sky in case of lightning, 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 skybox, so this ought to be able to replace the SkyPicker 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 allExpand view
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 MAPINFO (or through Static_Init for this sector). Default tid of 0, likewise (as the skypicker things work).
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Re: UDMF sector sky properties

Postby Major Cooke » Sat Dec 12, 2015 12:22 pm

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.
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Re: UDMF sector sky properties

Postby Xaser » Sat Dec 12, 2015 3:44 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.
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Re: UDMF sector sky properties

Postby Tormentor667 » Sat Dec 12, 2015 3:50 pm

Xaser wrote:The more we move away from the "place things in a sector" paradigm the better.

Absolutely right, I second this
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Re: UDMF sector sky properties

Postby Major Cooke » Sat Dec 12, 2015 5:23 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
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Re: UDMF sector sky properties

Postby Graf Zahl » Sat Dec 12, 2015 6:02 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.
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Re: UDMF sector sky properties

Postby Major Cooke » Sat Dec 12, 2015 7:15 pm

...Oh. Nevermind then.
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Re: UDMF sector sky properties

Postby Xaser » Mon Dec 14, 2015 6:39 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.
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Re: UDMF sector sky properties

Postby Graf Zahl » Tue Dec 15, 2015 3:49 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.
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