Soo, the first thing with the skytexture - I found out that when the texture is 128 px high, it tiles exactly like this (I was actually playing with this same daggerfall skytexture

). I found out that it tiles correctly when its 512x140px. So you have to manually correct the sky textures to have this dimensions to work correctly.
For the second part: Yes, you need to learn the gldefs definition. But dont worry, Its easier than decorate/zscript. For this, I hardly advise you to move from decorate to zscript. Besides its basically the same as decorate, its far more mightier. The differences are that every line has to end with ; and the actor properties goes into Default{} block, plus some new conventions (like changing flags - you dont need to use function to change flag, zscript has direct access to flags).
So, the gldefs is easy. Here is small example of gldefs light:
Code: Select all
flickerlight FireMedium //flickerlight means it will flicker. Otherwise you can use Pointlight, SectorLight or Pulselight
{
color 0.9 0.8 0.0 //describes itself, its R-G-b code
size 32 //size 1
secondarysize 16 //since it flickers, you have to define the second size, to which it flickers
chance 0.2 //chance, how frenquetly it flicks. Lower are good for fires.
offset 0 4 0 //offset. This is relative to a thing's sprite, not the world, so the Y axis is height and the Z axis is depth (x-y-z)
}
So, you have two ways of assigning the light to the actor. The older way is via gldefs:
Code: Select all
FlickerLight FLARE
{
color 1.0 0.3 0.3
size 42
secondarySize 40
Chance 0.05
offset 0 16 0
}
object ActiveFlare
{
frame FLAR { light FLARE }
}
The newer way is to define the light in decorate/zscript:
Code: Select all
actor skynetFire3 21021
{
//$Category "Decorations"
//$Title skynet Fire 3
-SOLID
+UseSpecial
scale 1
Radius 16
Height 18
ActiveSound "world/smallfire"
States
{
Spawn:
Active:
SKF3 ABCD 4 Bright Light("FireMedium") //just put "light" in the end (even behind "bright") and name of the light you've defined in gldefs
Loop
}
}
You can read more here:
https://zdoom.org/wiki/GLDEFS
I hope I have helped you
