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skybox making help
Posted: Fri May 26, 2006 2:46
by BlazingPhoenix
Okay I got a skybox off the wadfather and I made all the sky parts PNG but they all become black when I go into the level that has sky2.
Here's my lumps:
Code: Select all
define ELBRUS_U 256 256
define ELBRUS_B 256 256
define ELBRUS_D 256 256
define ELBRUS_F 256 256
define ELBRUS_L 256 256
define ELBRUS_R 256 256
Code: Select all
skybox SKY2
{
ELBRUS_B
ELBRUS_R
ELBRUS_F
ELBRUS_L
ELBRUS_U
ELBRUS_D
}
Posted: Fri May 26, 2006 12:03
by Phobus
Lexus Alyus wrote:I know what else belongs in here:
Additional info for sky boxes written by Enjay.
A Quake2, HL 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.
Though the graphics can be mirrored and rotated in MSPaint for all the difference it makes.
Oh, and BTW, good choice of skybox

Posted: Fri May 26, 2006 15:53
by Phobus
I found out what it really is now:
Load the skybox images into your wad using the 'Load (Raw Data)' option in XWE, or the images will just not appear in GZDoom. Don't worry if the images seem to have screwed up colours in XWE, they display perfectrly in GZDoom.