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Hi-res Skyboxes.
Posted: Thu Nov 27, 2008 23:00
by ExtremeMachine
Hey anyone know how to import and make hi-res sky boxes? I just get blank sky when i try.
http://www.zshare.net/download/5193688668dd299c/
I put up the skybox.
Posted: Fri Nov 28, 2008 3:49
by KuriKai
Hi, might I be abel to modify and encorparate it into a skybox I am working on?
Posted: Fri Nov 28, 2008 12:57
by NeoHippo
There is a section in Documentation on how to get the skytop aligned properly.
Have a look at this:
SKYBOX2.wad - 24.64MB
Sorry, its rather large. I converted the jpegs to pngs and they won't compress any more.
Here is the same file but with smaller pngs:
SKYBOX3.wad - 2.00MB
Posted: Fri Nov 28, 2008 16:45
by ExtremeMachine
KuriKai wrote:Hi, might I be abel to modify and encorparate it into a skybox I am working on?
sure, if i could take share of it, ofc u get credit.
Thanks
Posted: Fri Nov 28, 2008 19:50
by Graf Zahl
I really need to add an option to flip the top texture automatically but I'm constantly forgetting to do it...

Posted: Sat Nov 29, 2008 20:36
by ExtremeMachine
Graf Zahl wrote:I really need to add an option to flip the top texture automatically but I'm constantly forgetting to do it...

that would be awesome!
Posted: Sat Nov 29, 2008 22:25
by Enjay
Bah, it's easy enough to set up when you know what the rules are.
Also, from the various skyboxes that I have either extracted from games or downloaded from various sites, not all games/resources work to the same standard anyway. So, even if an option was added to flip the top to be compatible with unedited Quake (or is it Half life, or is it Unreal?) skyboxes, there would still be skyboxes from other sources that require editing before being GZdoom compatible.

Posted: Sat Nov 29, 2008 22:46
by Enjay
Oh, and ExtremeMachine, I have put your skybox into a WAD. Just load it up in Doom2 and have a look. At present it replaces the Doom2 first section sky. If I were you though, I'd make the panels of the box much smaller. 2048x2048 is pretty big and there is a noticable delay on loading them. If you do make them smaller though, convert them to PNGs or some other lossless format because jpg artifacts will become obvious at smaller sizes.
http://www.zshare.net/download/520340554b4949f7/
[edit]I just downloaded the smaller of NeoHippo's files and noticed that it's the same skybox, but size reduced already. So, I'd use that if I were you.
@NeoHippo, I noticed that you used a HIRESTEX lump. You don't need to do that for Skyboxes any more, just put the textures in the TX markers and then use them in the skybox definition in GLDEFS. Also, I think HIRESTEX has been deprecated in favour of the TEXTURES lump.[/edit]
Posted: Sat Nov 29, 2008 23:28
by NeoHippo
Enjay wrote:@NeoHippo, I noticed that you used a HIRESTEX lump. You don't need to do that for Skyboxes any more, just put the textures in the TX markers and then use them in the skybox definition in GLDEFS. Also, I think HIRESTEX has been deprecated in favour of the TEXTURES lump.[/edit]
Thank you for the heads-up.
Posted: Sun Nov 30, 2008 9:22
by Graf Zahl
HIRESTEX was never needed for skybox textures. The TX_ method worked from the start.
And yes, HIRESTEX (or the same functionality in TEXTURES) should not be used anymore because it exhibits some bad behavior due to design issues of the definitions.
Posted: Sun Nov 30, 2008 12:35
by ExtremeMachine
ok good too know =).
Thanks for the help guys
Posted: Sun Nov 30, 2008 12:59
by Enjay
Graf Zahl wrote:HIRESTEX was never needed for skybox textures. The TX_ method worked from the start.
I wonder why people used to use HIRESTEX with them? I guess an initial assumption by someone was just copied by everyone else (including myself).
Posted: Sun Nov 30, 2008 16:51
by Graf Zahl
The reason was that the first demp WAD I slapped together was done at a time when true color textures couldn't be loaded by the texture manager.
So I was forced to use HIRESTEX back then.
The texture manager got rewritten a year later to support True Color PNGs, TGAs and JPGs. That rewrite was done August 2006, btw.
Posted: Sun Nov 30, 2008 18:06
by Enjay
Ah, OK, so the TX method always worked but only if the images were not true colour. If the sky images were true colour, then the HIRESTEX lump would have been required for them at that time?
Posted: Sun Nov 30, 2008 18:25
by Graf Zahl
Back then it was the only method to load true color images as textures.