Skies aren't so simple, it looks like. I was following a Doom Builder tutorial for creating open-air sectors, claiming all you need to do is set the ceiling flat to one of the three vanilla skies (it worked for him.)
I tried doing the exact same thing with my custom sky (even made sure to be 256 x 128):

But when I re-imported the map WAD back into Slade and tested it, this happened:

Custom sky is in FLATS directory in the PK3 I'm making.
I tried adding code for a custom sky in ZMAPINFO here:
Code: Select all
map MAP01 "testroom1"
{
Sky1 = "NTSKY1"
}
But then I read from browsing similar forum threads you need to name even your custom sky graphics "F_SKY," so I renamed my sky flat "F_SKY1" and changed the sky definition in ZMAPINFO to Sky1 = "F_SKY1" but all I got was a missing texture ceiling:

My only thought is to rename my sky "F_SKY1" in the resource I have for it in Doom Builder, since I'm assuming the missing texture is because the map's clearly referencing a texture called NTSKY1, but that it's not registering as a sky because Doom doesn't know to do as such, since it's not called F_SKY1.
On a slightly different notw, I also notice my wall texture only appears if it's in between the P markers in the map WAD

but goes missing if I move the lumps out into the main PK3.
Is there any more elegant way to store custom map textures on a more general level in my PK3?
Any thoughts would be appreciated.