Full GZDoom Skybox Set
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Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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Full GZDoom Skybox Set
EDIT: Individual pack links updated
First of all, I didn't work on any of these skyboxes. I just felt like GZDoom users could use a set of skyboxes that can replace the original skies.
After a search, I have these skies to show, and it's up to you to decide whether or not the accolmlish their goal. A few aren't too much like the originals, but I think they all look awesome.
These are 6-sided, 32-bit, 512x512 skyboxes that replace the skies for Doom1, Doom2, TNT, and Plut, depending on the pack loaded.
You can put them all in the autoload of the INI, like this:
[Doom1.autoload]
Path=SkyboxesD1.wad
[Doom2.autoload]
Path=SkyboxesD2.wad
[plutonia.autoload]
Path=SkyboxesPLUT.wad
[tnt.autoload]
Path=SkyboxesTNT.wad
There are a couple of problems, though. When a new wad is loaded that replaces SkyX in the texturex, the skybox is still displayed. This can be fixed by manually loading the skybox whenever you want it, or removing it from the INI whenever you don't.
Also, the skyboxes in GZDoom aren't precached. So when you come into view of a sector that shows the sky, there is a skip as the sky is loaded. Also, when you go to a new level with the same sky, the skybox has to be loaded all over again.
Credits (those who did all the work):
D1S1: Problem Child, by The Mighty Pete
D1S2: Emerald Summit, by The Mighty Pete
D1S3: from Skybox Texture Pack 2 by Hazel.H
D1S4: Doom1 Sky 4 from the JDEP, by Slide
D2S1: Doom2 Sky 1 from the JDEP
D2S2: Nuked City skybox by Justin Fisher, from "Gunmetal" by Mad Genius Software
D2S3: Valley of the Dead, by The Mighty Pete
TNT1: Jaj Lake 2, by Jose "Jaj" Arcediano
TNT2: TNT Sky 2 from the JDEP
TNT3: from Sorbets Skybox Pack, by Sorbet
PLUT1: Plutonia Sky 1 from the JDEP
PLUT2: Jaj Sundown, by Jose "Jaj" Arcediano, and I converted it to red, and now it's much more ugly...
PLUT3: Mercury, by The Mighty Pete, converted to red, since the mountains were purple
Here are the downloads:
FULL PACK: http://rapidshare.com/files/103799855/S ... k.zip.html
EDIT: Downloads updated:
D1: http://files.drdteam.org/index.php/file ... oxesd1.zip
D2: http://files.drdteam.org/index.php/file ... oxesd2.zip
TNT: http://files.drdteam.org/index.php/file ... xestnt.zip
Plut: http://files.drdteam.org/index.php/file ... esplut.zip
And now... anyone have better ones?
EDIT: D1S1, D1S2, D2S2, and TNT1 below...
First of all, I didn't work on any of these skyboxes. I just felt like GZDoom users could use a set of skyboxes that can replace the original skies.
After a search, I have these skies to show, and it's up to you to decide whether or not the accolmlish their goal. A few aren't too much like the originals, but I think they all look awesome.
These are 6-sided, 32-bit, 512x512 skyboxes that replace the skies for Doom1, Doom2, TNT, and Plut, depending on the pack loaded.
You can put them all in the autoload of the INI, like this:
[Doom1.autoload]
Path=SkyboxesD1.wad
[Doom2.autoload]
Path=SkyboxesD2.wad
[plutonia.autoload]
Path=SkyboxesPLUT.wad
[tnt.autoload]
Path=SkyboxesTNT.wad
There are a couple of problems, though. When a new wad is loaded that replaces SkyX in the texturex, the skybox is still displayed. This can be fixed by manually loading the skybox whenever you want it, or removing it from the INI whenever you don't.
Also, the skyboxes in GZDoom aren't precached. So when you come into view of a sector that shows the sky, there is a skip as the sky is loaded. Also, when you go to a new level with the same sky, the skybox has to be loaded all over again.
Credits (those who did all the work):
D1S1: Problem Child, by The Mighty Pete
D1S2: Emerald Summit, by The Mighty Pete
D1S3: from Skybox Texture Pack 2 by Hazel.H
D1S4: Doom1 Sky 4 from the JDEP, by Slide
D2S1: Doom2 Sky 1 from the JDEP
D2S2: Nuked City skybox by Justin Fisher, from "Gunmetal" by Mad Genius Software
D2S3: Valley of the Dead, by The Mighty Pete
TNT1: Jaj Lake 2, by Jose "Jaj" Arcediano
TNT2: TNT Sky 2 from the JDEP
TNT3: from Sorbets Skybox Pack, by Sorbet
PLUT1: Plutonia Sky 1 from the JDEP
PLUT2: Jaj Sundown, by Jose "Jaj" Arcediano, and I converted it to red, and now it's much more ugly...
PLUT3: Mercury, by The Mighty Pete, converted to red, since the mountains were purple
Here are the downloads:
FULL PACK: http://rapidshare.com/files/103799855/S ... k.zip.html
EDIT: Downloads updated:
D1: http://files.drdteam.org/index.php/file ... oxesd1.zip
D2: http://files.drdteam.org/index.php/file ... oxesd2.zip
TNT: http://files.drdteam.org/index.php/file ... xestnt.zip
Plut: http://files.drdteam.org/index.php/file ... esplut.zip
And now... anyone have better ones?
EDIT: D1S1, D1S2, D2S2, and TNT1 below...
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Last edited by phi108 on Tue Dec 07, 2010 5:02 pm, edited 2 times in total.
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- Location: Germany
Re: Full GZDoom Skybox Set
thats awesome! I was wondering sinces I came here if ZDoom can handle skyboxes like Doomsday and oter ports can. Its definitly a try worth!
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- Joined: Sat Dec 01, 2007 6:28 pm
Re: Full GZDoom Skybox Set
These skyboxes work automatically in GZDoom, in ZDoom you have to manually build on to any maps to get the skyboxes to show.
Build a 512x512x512 setor, put a skybox viewpoint halfway up, name the textures of the sides the same names as the PNG lumps (D1S1_N, D1S1_E), and name the floors the top and bottom PNGs (D1S1_B, D1S1_T), and put the light level at 255, and make sure the sector is on a 512x512 grid from with the origin (0,0) of the map.
EDIT: I found on GZDoom forums a bug report about skybox precaching, and in september 2007, Graf said "fixed".
So has it rebroken? Is it a specific hardware problem? And did the previous fix address the same skybox in two levels, loading again?
Build a 512x512x512 setor, put a skybox viewpoint halfway up, name the textures of the sides the same names as the PNG lumps (D1S1_N, D1S1_E), and name the floors the top and bottom PNGs (D1S1_B, D1S1_T), and put the light level at 255, and make sure the sector is on a 512x512 grid from with the origin (0,0) of the map.
EDIT: I found on GZDoom forums a bug report about skybox precaching, and in september 2007, Graf said "fixed".
So has it rebroken? Is it a specific hardware problem? And did the previous fix address the same skybox in two levels, loading again?
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Re: Full GZDoom Skybox Set
About the skyboxes themselves, IMO they don't look enough like the originals.
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Re: Full GZDoom Skybox Set
These are just awesome thats the only word i have for it :O
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Re: Full GZDoom Skybox Set
Any way you can consolodate these into one download? I'm lazy.
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Re: Full GZDoom Skybox Set
I was just about to ask where I could find a nice set of skyboxes and these fall right in my lap. :D
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Re: Full GZDoom Skybox Set
I forgot that multiple rapidshare downloads can be annoying, so here's one file, 23.2 MB: http://rapidshare.com/files/103799855/S ... k.zip.html
The zip has the 4 wads in it, so dont load this zip itself.
The zip has the 4 wads in it, so dont load this zip itself.
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Re: Full GZDoom Skybox Set
Ah! Sweet.
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Re: Full GZDoom Skybox Set
Thank's a lot for this great pack, it looks very nice ingame :]
Last edited by PrimeviL on Fri Apr 11, 2008 9:22 am, edited 1 time in total.
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Re: Full GZDoom Skybox Set
Fancy stuff! These should come in handy in the future, I hope
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Re: Full GZDoom Skybox Set
Awesome skies pack! They're not fully resemblant to the original ones, but they're great...
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Re: Full GZDoom Skybox Set
About the D1S1 skybox. It seems really out of place. I mean, the sky is blue and you're on a moon orbiting Mars! The sky should be a color resembling the original. And D2S1 also is a tad out of place. It looks like the starport is in the middle of a mountain range but it seems more like it should be in a big city. Other than that, great skyboxes! They look awesome.
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Re: Full GZDoom Skybox Set
The sky used in the full version of Doom looks nothing like a moon orbiting mars. This annoys me because the test sky for E1 looked much better (black sky with the brown crater edges). Why did id change this? I always used to think that E1 took place in a rain forest or something .
Great skyboxes, I'll be downloading them later on when I have more time . Like others have said though, they don't resemble the original skies much (apart from the city one)...
Great skyboxes, I'll be downloading them later on when I have more time . Like others have said though, they don't resemble the original skies much (apart from the city one)...
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Re: Full GZDoom Skybox Set
Excelent!