Replacing Sky1

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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HolyGhostFacedKilla
Posts: 2
Joined: Fri Aug 23, 2013 18:55

Replacing Sky1

Post by HolyGhostFacedKilla »

I am attempting to replace sky1 in Doom.wad with an HD texture of my own design.

My method at the moment (there are probably better ones, this is convenient while working on the texture):

1. Make a zip file named big_sky.zip with a /hires/ folder inside.
2. Put the texture, named "SKY1.png" in big_sky.zip /hires/
3. Drag big_sky.zip onto gzdoom.

So far, so good, gzdoom loads and displays the sky.

PROBLEM: The sky still wraps 4 times. I understand that the default sky wraps every 256 pixels and the horizon is 1024 pixels in circumference.

My replacement texture is 1024 pixels, and thus should only be displayed once.

How do I tell gzdoom that my texture is larger than the SKY1 it replaces? I presume that's the problem here...

I did a forum search for 1024 sky here and on the ZDoom forums, and couldn't find anything that seemed relevant. Sorry if this has been answered many times over.

Thanks to anyone who can help me here.
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Gez
Developer
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Posts: 1399
Joined: Mon Oct 22, 2007 16:47

Re: Replacing Sky1

Post by Gez »

When you use the HiRes namespace, as you did, textures are scaled down to the dimensions of the original they replace. (Which is why it is high resolution. By using a 1024 texture to replace a 256 texture, you multiply the horizontal resolution by 4.)

If you put it in the textures namespace instead, then it would replace the old sky without using it as reference for scaling. You'd have a normal-res sky that doesn't wrap around.
HolyGhostFacedKilla
Posts: 2
Joined: Fri Aug 23, 2013 18:55

Re: Replacing Sky1

Post by HolyGhostFacedKilla »

That makes a lot of sense. Thanks.
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