Hi-res Skyboxes.

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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ExtremeMachine
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Hi-res Skyboxes.

Post by ExtremeMachine »

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.
KuriKai
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Post by KuriKai »

Hi, might I be abel to modify and encorparate it into a skybox I am working on?
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NeoHippo
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Post by NeoHippo »

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. :cry:

Here is the same file but with smaller pngs:
SKYBOX3.wad - 2.00MB
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ExtremeMachine
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Post by ExtremeMachine »

KuriKai wrote:Hi, might I be abel to modify and encorparate it into a skybox I am working on?

sure, if i could take share of it, ofc u get credit.

Thanks
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Graf Zahl
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Post by Graf Zahl »

I really need to add an option to flip the top texture automatically but I'm constantly forgetting to do it... :(
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Post by ExtremeMachine »

Graf Zahl wrote:I really need to add an option to flip the top texture automatically but I'm constantly forgetting to do it... :(
that would be awesome!
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Post by Enjay »

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. :dunno:
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Post by Enjay »

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]
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NeoHippo
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Post by NeoHippo »

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]
Thank you for the heads-up.
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Graf Zahl
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Post by Graf Zahl »

HIRESTEX was never needed for skybox textures. The TX_ method worked from the start.

And yes, HIRESTEX (or the same functionality in TEXTURES) should not be used anymore because it exhibits some bad behavior due to design issues of the definitions.
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Post by ExtremeMachine »

ok good too know =).


Thanks for the help guys
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Enjay
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Post by Enjay »

Graf Zahl wrote:HIRESTEX was never needed for skybox textures. The TX_ method worked from the start.
I wonder why people used to use HIRESTEX with them? I guess an initial assumption by someone was just copied by everyone else (including myself).
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Graf Zahl
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Post by Graf Zahl »

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.
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Post by Enjay »

Ah, OK, so the TX method always worked but only if the images were not true colour. If the sky images were true colour, then the HIRESTEX lump would have been required for them at that time?
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Post by Graf Zahl »

Back then it was the only method to load true color images as textures.
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