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Posted: Tue Nov 22, 2005 18:06
by BetaSword
I don't know about the colors, but I'm guessing it's not lining up has to do with the fact that it's being applied to a flat. I think. All I know is that, like I said before, with my experience with skyboxes (although not using the spiffy system Graf later added) for some reason the floor and ceiling tend to be hard to allign, usually requiring a horizontal flip before working right.
Posted: Tue Nov 22, 2005 18:08
by Lexus Alyus
Yeah, but nobody else has had these problems...
Posted: Tue Nov 22, 2005 18:16
by Lexus Alyus
Okay, it works (ish) now. I've had to mirror the ceiling and mirror and flip the floor in order for it to work.
The colours are slightly messed up but I can only guess that this is how GZDoom handles true colour... not very true eh? (The sky looks better if I convert it to the Doom pallet!)
These skies were made for Half Life mods. Its aparent that GZDoom is rotating stuff as these work fine in HL and in any art program. This is not documented.
Posted: Tue Nov 22, 2005 19:52
by Paul
Does Your quitage mean You'll never make us anymore music?

(I meant for R1)
Posted: Tue Nov 22, 2005 21:11
by Graf Zahl
Lexus Alyus wrote:
The colours are slightly messed up but I can only guess that this is how GZDoom handles true colour... not very true eh? (The sky looks better if I convert it to the Doom pallet!)
GZDoom can load true color graphics without screwing up the colors. The only thing that could affect this is the internal texture format which you can check in the menu.
These skies were made for Half Life mods. Its aparent that GZDoom is rotating stuff as these work fine in HL and in any art program. This is not documented.
That's because when I implemented it I was using data that was mirrored and didn't know about it.
Posted: Tue Nov 22, 2005 22:07
by Shinjanji
Yah, I've had to flip the top faces of my skyboxes vertically for them to match up in GZDoom. I dunno why, but that's what I've gotta do.
Posted: Tue Nov 22, 2005 23:19
by Enjay
IIRC, Doom has always mirrored sky textures - so they've always been a bit odd. (If you've ever used a sky with writing on it you'll have noticed this easily).
Anyway, a Quake2 and MOHAA sky will usually have the following naming
ft for front
lf for left
bk for back
rt for right
up for up (duh)
dn for down
Because of the way Graf's initial post was worded, I usually rename like this
ft -> N (North)
lf -> E (East)
bk -> S (South)
rt -> W (West)
up -> T (top)
dn -> B (Bottom)
Whether those actually tie in with NESW I don't know, but I'm happy with the result.
Further, I have found that the following is necessary to make the top/bottom match up with the above naming (PSP shorcuts)
Top
Ctrl-M (mirror) rotate right by 90 degrees.
Bottom
Ctrl-M rotate right by 90 degrees Ctrl-M again
I'm not sure if the bottom can be done a little more efficiently, but that gives me the right result every time, so I'm sticking with it.

Posted: Tue Nov 22, 2005 23:49
by Ixnatifual
Lexus Alyus wrote:Finally, reason why I've still got my PC is because I have unfinished busness... you can't leave the doom comunity without a final mod

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zomg make teh mewsik for teh titan2 lolz
Posted: Wed Nov 23, 2005 10:05
by jallamann
Doesn't work for me
The console wrote:Unknown texture: blah[x6]
Code: Select all
HIRESTX
define csgn 256 256
define csge 256 256
define csgs 256 256
define csgw 256 256
define csgt 256 256
define csgb 256 256
Code: Select all
DOOMDEFS
skybox CSG01
{
CSGN
CSGE
CSGS
CSGW
CSGT
CSGB
}
Code: Select all
MAPINFO
map map01 "LULLER SKYBOCKS"
sky1 CSG01 0.0
par 3600
And the WAD has the textures outside TX_ markers and stuff.
Posted: Wed Nov 23, 2005 10:47
by Graf Zahl
It's HIRESTEX, not HIRESTX!
Posted: Wed Nov 23, 2005 12:09
by Lexus Alyus
No ones commented on the colours... is this normal GZDoom behavour?
At least I've got everything working now... see what I mean about the lack of documentation? If it was stated that you have to rotate and flip certain parts then this post could have been much shorter. Imagine if I had been a noob trying to get this sorted.
Posted: Wed Nov 23, 2005 12:15
by Graf Zahl
Lexus Alyus wrote:No ones commented on the colours... is this normal GZDoom behavour?
No.
If you could send me both the WAD and the source graphics I might take a look and tell you what's wrong.
Posted: Wed Nov 23, 2005 12:23
by Lexus Alyus
The wad is about 22megs so far... that's without levels (is that going to be a problem when the project is finished?)
I'll send a stripped down version with the skies, hirestex, mapinfo and gldefs lumps. I'll also send the modified PNGs. I'm not sure weather XWE is modifying the images, but I am doiing it by loading the raw data file. I notice that XWE screws the colours up differently than GZDoom does.
Thanks for offering to sort this out because I don't have a clue what could be wrong (I've tried almost everything... obviously not everything otherwise they'd be working by now...)
Posted: Wed Nov 23, 2005 12:28
by Ixnatifual
Lexus Alyus wrote:The wad is about 22megs so far... that's without levels (is that going to be a problem when the project is finished?)
Not for me :p
Posted: Wed Nov 23, 2005 12:32
by Lexus Alyus
Heh, so far its zipped up to 16meg, so the final size of the zip is likely to be 20meg I reckon. I stole some resources from a mod of mine that's likely to not see the light of day... just to spice things up a little

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