I made a pretty impressive skybox for my multi-port compatible WAD. I want it to work with SkullTag, Zdaemon, GZdoom, and regular Zdoom. So far, all is going according to plan. I will release a beta sometime soon to test it out. I am encountering one issue regarding skyboxes though. In software render mode, I can easily get my sky texture to fade into the horizon. However, to get this same effect for GZdoom, I have to use static additive lights. That is really not too much of an issue, I just feel that the job is a tad shotty. Why? I feel that I need to insure that the skybox is not affected by in game options, such as being able to turn off dynamic lights (which cripples the skybox in GZdoom).
Software
http://img339.imageshack.us/img339/7615 ... 410bj8.gif
OpenGL
http://img77.imageshack.us/img77/5011/d ... lh8yv5.gif
OpenGL with no dynamic lights enabled
http://img77.imageshack.us/img77/2341/doom0010vg6.gif
In the last shot, you notice what I was talking about. I guess what I am asking is if there is other features of GZdoom that will allow me to blend the horizon with the sky. The sky texture is a mere 64x64 due to it having to be compatible with Zdaemon, and this texture simply meets a curved 256x128 texture. Any suggestions? In software mode, the sky easily fades to white due to fog scripts and sector light values gradiantly leading from 224 to 144.
Skybox Help
Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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Moderator: Graf Zahl
- Disciple-X
- Posts: 39
- Joined: Thu Jan 19, 2006 6:04
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