http://kell.quaddicted.com/skyboxes.html
It's a bunch of skyboxes, most quite nice, set up to work with Quake 3. To make them work with GZdoom, using the naming system that Graf first used when describing skyboxes read the following. It worked for me anyway
In the main download (~78MB) are a bunch of PK3 files. They contain some info needed by Quake3 but you will only need the TGA graphics in the env directories inside the pk3 files. The skies are named like this when you get them:
skyname_rt
skyname_ft
skyname_lf
skyname_bk
skyname_up
skyname_dn
so, rename them like this
skyname_rt - gzdoomname_n
skyname_ft - gzdoomname_e
skyname_lf - gzdoomname_s
skyname_bk - gzdoomname_w
skyname_up - gzdoomname_t
skyname_dn - gzdoomname_b
(I got that orientation by assuming that the top image was correct, and then matching up the sides with it.)
Remember that GZdoom needs you to edit the top picture to get it to liine up correctly. So, mirror the top image left to right (ctrl-m in psp) then rotate it by 180 degrees (ctrl-r in psp) and save it.
Then make a gldefs lump as follows
Code: Select all
skybox SKYNAME //this is the name of the virtual texture that you will us in MAPINFO
{
gzdoomname_n
gzdoomname_e
gzdoomname_s
gzdoomname_w
gzdoomname_t
gzdoomname_b
}
As an aside, if you have downloaded any skyboxes for the new Risen3D, or seen the ones that come with some Risen3D maps, these are named side1-6. If you want them to work with GZdoom, rename them like so
side1 = gzdoomname_b
side2 = gzdoomname_n
side3 = gzdoomname_e
side4 = gzdoomname_s
side5 = gzdoomname_w
side6 = gzdoomname_t
The top image will need to be edited as above.
And of course, it would be wrong of me to suggest people try all these resources from Risen3D if I didn't also suggest that it was worth trying the port too. The latest version came out just before Christmas and it is working very well. Sitters has updated a number of his maps to take advantage of new features and it's all looking very spiffy.
http://risen3d.newdoom.com/