skybox making help

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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BlazingPhoenix
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Joined: Sun Aug 28, 2005 5:11
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skybox making help

Post by BlazingPhoenix »

Okay I got a skybox off the wadfather and I made all the sky parts PNG but they all become black when I go into the level that has sky2.
Here's my lumps:

Code: Select all

define ELBRUS_U 256 256
define ELBRUS_B 256 256
define ELBRUS_D 256 256
define ELBRUS_F 256 256
define ELBRUS_L 256 256
define ELBRUS_R 256 256

Code: Select all

skybox SKY2
{ 
   ELBRUS_B 
   ELBRUS_R
   ELBRUS_F
   ELBRUS_L
   ELBRUS_U
   ELBRUS_D
} 
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Phobus
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Location: Orpington, Kent, England
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Post by Phobus »

Lexus Alyus wrote:I know what else belongs in here:

Additional info for sky boxes written by Enjay.

A Quake2, HL and MOHAA sky will usually have the following naming

ft for front
lf for left
bk for back
rt for right
up for up (duh)
dn for down

Because of the way Graf's initial post was worded, I usually rename like this

ft -> N (North)
lf -> E (East)
bk -> S (South)
rt -> W (West)
up -> T (top)
dn -> B (Bottom)

Whether those actually tie in with NESW I don't know, but I'm happy with the result.

Further, I have found that the following is necessary to make the top/bottom match up with the above naming (PSP shorcuts)

Top
Ctrl-M (mirror) rotate right by 90 degrees.

Bottom
Ctrl-M rotate right by 90 degrees Ctrl-M again.
Though the graphics can be mirrored and rotated in MSPaint for all the difference it makes.

Oh, and BTW, good choice of skybox ;)
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Phobus
Posts: 227
Joined: Sat Sep 03, 2005 11:48
Location: Orpington, Kent, England
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Post by Phobus »

I found out what it really is now:

Load the skybox images into your wad using the 'Load (Raw Data)' option in XWE, or the images will just not appear in GZDoom. Don't worry if the images seem to have screwed up colours in XWE, they display perfectrly in GZDoom.
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