Hi-res Skyboxes.
Moderator: Graf Zahl
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Hi-res Skyboxes.
Hey anyone know how to import and make hi-res sky boxes? I just get blank sky when i try.
http://www.zshare.net/download/5193688668dd299c/
I put up the skybox.
http://www.zshare.net/download/5193688668dd299c/
I put up the skybox.
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- NeoHippo
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There is a section in Documentation on how to get the skytop aligned properly.
Have a look at this:
SKYBOX2.wad - 24.64MB
Sorry, its rather large. I converted the jpegs to pngs and they won't compress any more.
Here is the same file but with smaller pngs:
SKYBOX3.wad - 2.00MB
Have a look at this:
SKYBOX2.wad - 24.64MB
Sorry, its rather large. I converted the jpegs to pngs and they won't compress any more.

Here is the same file but with smaller pngs:
SKYBOX3.wad - 2.00MB
TAtL, tU, aE
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- Graf Zahl
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- Enjay
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Bah, it's easy enough to set up when you know what the rules are.
Also, from the various skyboxes that I have either extracted from games or downloaded from various sites, not all games/resources work to the same standard anyway. So, even if an option was added to flip the top to be compatible with unedited Quake (or is it Half life, or is it Unreal?) skyboxes, there would still be skyboxes from other sources that require editing before being GZdoom compatible.

Also, from the various skyboxes that I have either extracted from games or downloaded from various sites, not all games/resources work to the same standard anyway. So, even if an option was added to flip the top to be compatible with unedited Quake (or is it Half life, or is it Unreal?) skyboxes, there would still be skyboxes from other sources that require editing before being GZdoom compatible.

- Enjay
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Oh, and ExtremeMachine, I have put your skybox into a WAD. Just load it up in Doom2 and have a look. At present it replaces the Doom2 first section sky. If I were you though, I'd make the panels of the box much smaller. 2048x2048 is pretty big and there is a noticable delay on loading them. If you do make them smaller though, convert them to PNGs or some other lossless format because jpg artifacts will become obvious at smaller sizes.
http://www.zshare.net/download/520340554b4949f7/
[edit]I just downloaded the smaller of NeoHippo's files and noticed that it's the same skybox, but size reduced already. So, I'd use that if I were you.
@NeoHippo, I noticed that you used a HIRESTEX lump. You don't need to do that for Skyboxes any more, just put the textures in the TX markers and then use them in the skybox definition in GLDEFS. Also, I think HIRESTEX has been deprecated in favour of the TEXTURES lump.[/edit]
http://www.zshare.net/download/520340554b4949f7/
[edit]I just downloaded the smaller of NeoHippo's files and noticed that it's the same skybox, but size reduced already. So, I'd use that if I were you.
@NeoHippo, I noticed that you used a HIRESTEX lump. You don't need to do that for Skyboxes any more, just put the textures in the TX markers and then use them in the skybox definition in GLDEFS. Also, I think HIRESTEX has been deprecated in favour of the TEXTURES lump.[/edit]
- NeoHippo
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Thank you for the heads-up.Enjay wrote:@NeoHippo, I noticed that you used a HIRESTEX lump. You don't need to do that for Skyboxes any more, just put the textures in the TX markers and then use them in the skybox definition in GLDEFS. Also, I think HIRESTEX has been deprecated in favour of the TEXTURES lump.[/edit]
TAtL, tU, aE
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- Enjay
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The reason was that the first demp WAD I slapped together was done at a time when true color textures couldn't be loaded by the texture manager.
So I was forced to use HIRESTEX back then.
The texture manager got rewritten a year later to support True Color PNGs, TGAs and JPGs. That rewrite was done August 2006, btw.
So I was forced to use HIRESTEX back then.
The texture manager got rewritten a year later to support True Color PNGs, TGAs and JPGs. That rewrite was done August 2006, btw.
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