Multiple skies for one level?
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- Posts: 2091
- Joined: Thu Feb 03, 2011 6:39 pm
- Location: Island's Beauty, Hungary
Multiple skies for one level?
This time the question is simple - is it possible for a level to have multiple skies, and make it change after each teleport? I would use it as a real-time teleportation between the different dimensions. The level starts off in the gothic world, then a short interstellar asteroid section with an animated space sky, then an Earth industrial sky, after that, a teleport back to the gothic world. Is it possible to program certain teleports to change the background sky when the player enters?
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- Posts: 111
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Re: Multiple skies for one level?
[wiki=ChangeSky]ACS[/wiki], run the script after each teleport.
Last edited by ZippeyKeys12 on Wed Nov 15, 2017 12:19 pm, edited 1 time in total.
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- Posts: 2091
- Joined: Thu Feb 03, 2011 6:39 pm
- Location: Island's Beauty, Hungary
Re: Multiple skies for one level?
It's that simple? I thought it's going to be more complicated...
Thanks, fam!
Thanks, fam!
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Re: Multiple skies for one level?
That's not even a function.
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- Posts: 2091
- Joined: Thu Feb 03, 2011 6:39 pm
- Location: Island's Beauty, Hungary
Re: Multiple skies for one level?
I hope this works with skyboxes.Not that I'll have that many...just in case...
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- Joined: Sat Nov 04, 2017 3:33 am
Re: Multiple skies for one level?
If you use your skyboxes by making a box-sector inside the map:
You could change the textures of the skybox-sector, if they are all the same size, with SetLineTexture after each teleport.
I never heard of ChooseSky, and the wiki has 0 information about it.
You could change the textures of the skybox-sector, if they are all the same size, with SetLineTexture after each teleport.
I never heard of ChooseSky, and the wiki has 0 information about it.
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- Posts: 111
- Joined: Wed Jun 15, 2016 2:49 pm
Re: Multiple skies for one level?
Well shit, I'm an idiot , was typing fast while walking to class and put ChooseSky instead of the obvious ChangeSky. Serves me right for rushing I guess, sorry for any confusion I caused, I fixed the link in my first post.
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- Posts: 2091
- Joined: Thu Feb 03, 2011 6:39 pm
- Location: Island's Beauty, Hungary
Re: Multiple skies for one level?
No probs, I could locate it anyways Thank you for your kind help, it shall certainly make the levels a LOT more interesting (and disorient the player)
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Re: Multiple skies for one level?
Has anyone ever made a day night cycle of a particular sky texture, and thus one could use ChangeSky in conjunction with brightness changes via Light_ChangeToValue to create a basic day night cycle for a map?
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- Posts: 2091
- Joined: Thu Feb 03, 2011 6:39 pm
- Location: Island's Beauty, Hungary
Re: Multiple skies for one level?
It's possible via an animation. I remember the first Dune game (Cryo Interactive, not Westwood!), it actually had real-time day-night transition. The easiest way is to create a day version of the actual sky or skybox, then a night version, and add a slow fade animation. Though I really doubt that an average level completion would take THAT long...