After seeing Blackfish's skyboxes I decided to add native support for Quake2/Unreal style skyboxes to the engine so that they can be used in existing maps as well without the need of modifying the map itself.

Defining them is simple:
This goes into the same lump as the dynamic light definitions. To make things easier this version allows the use of the generic name GLDEFS in addition to the game specific definitions DOOMDEFS/HTICDEFS etc.
In this lump add:
Code: Select all
skybox sky1
{
sky1_
sky2_
sky3_
sky4_
skyub
skyfb
}
skybox sky2
{
uskyb
skyub
skyfb
}
1. You have 6 square graphics, one for each face of the cube. You must specify all 6 of them in order: North, East, South, West, top, bottom.
2. You have one graphic for the 4 sides of the cube plus a top and bottom graphic. Then you must list the 4-sides graphic first, then top then bottom. The leftmost part of such a graphic must be the north face, the rightmost part the west face.
The skybox object is treated like a texture, i.e. you simply set it in the mapinfo lump like a regular sky texture.[/img]