I am playing around with GLDEFS and Skyboxes inside PrBOOM+, and like I've said elsewhere, am trying to remain compatible with GzDOOM.
What I want to do is create a set of SkyBox based skies for the various levels in my DOOM 2 TC, but so far I am not able to use BOOM's Sky Transfer trick in order to provide each level with it's own unique sky.
I presume that Sky Transfer does not work with SkyBoxes, or am I missing something?
If this is not possible, is there another way to produce unique Skyboxes for every level in PrBOOM+?
Can SkyBox Skies still be transfered like DOOM skies?
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Re: Can SkyBox Skies still be transfered like DOOM skies?
You meant the 6-sided graphic "Unreal style" skyboxes? In GZDoom you allocate them to a level using MAPINFO and they also obey the ACS command to change the sky too. Does PRBoom have an equivallent to MAPINFO?
Unfortunately, I'm not sure what you mean by "BOOM's sky transfer trick" though. Do you mean the ability to use the upper sidedef texture to be used as a sky in tagged sectors? If so, I have not tried that with skyboxes so I don't know if it would work or even if it supposed to.
Unfortunately, I'm not sure what you mean by "BOOM's sky transfer trick" though. Do you mean the ability to use the upper sidedef texture to be used as a sky in tagged sectors? If so, I have not tried that with skyboxes so I don't know if it would work or even if it supposed to.
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Re: Can SkyBox Skies still be transfered like DOOM skies?
Skyboxes are managed as textures so any sky texture selection logic will work for them, too. The different handling only occurs when rendering the sky and the check for texture type is made.
Anyway, if you got questions like this one, the easiest way to answer them is just to try it out.
Anyway, if you got questions like this one, the easiest way to answer them is just to try it out.

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Re: Can SkyBox Skies still be transfered like DOOM skies?
I had tried, but I'm on my iPod ATM so I can't upload an example, though I've idea how to make it work.
Thus far I have not been able to transfer the Cube Sky, but I can make it spin!!!
Enjay: Yes, Boom initiated the whole Sky Transfer trick that is now in nearly every Boom based port out there. It comes in handy for old school mapping.
Thus far I have not been able to transfer the Cube Sky, but I can make it spin!!!

Enjay: Yes, Boom initiated the whole Sky Transfer trick that is now in nearly every Boom based port out there. It comes in handy for old school mapping.

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Re: Can SkyBox Skies still be transfered like DOOM skies?
http://starwarslegacy.net/Documents/Tra ... .part1.rar
http://starwarslegacy.net/Documents/Tra ... .part2.rar
First off I had to split the RAR file into two pieces so that I could upload it onto my page.
Inside it you will find two wads. One with the Map, One without.
Try it first without the SKYCUBES.WAD to kind of get an idea of what is supposed to be happening.
Then load it up (in GzDOOM and the latest PrBOOM+) and watch what happens.
Without the SKYCUBES.WAD the skies will transfer as they should, minus FOREST1 of course because there is no TEXTURE named FOREST1 to be found.
Add in SKYCUBES and the picture is very different.
PrBOOM+ makes all the Skies into the Default SKY1 sky which I have named SPACE1 through SPACE6. The upside to this is the Skybox is working, and you can make it spin, but only from left to right, as up and down seems to have no effect on the Skycube in PrBOOM.
Sadly FOREST1 is not showing up what so ever.
In GzDOOM, all the skies appear that should be appearing, accept the FOREST1 sky. It shows up in GzDOOM, but as flat textures without the SkyCube illusion.
I am unable to use MAPINFO because PrBOOM+ does not support it and I've no idea if there are plans to support it. I only want to use those features which PrBOOM+ and GzDOOM share in common. The reason being is that PrBOOM+ is very portable, there is a chance of getting it ported to the various Amiga OS's and that is my main target, though if all goes well the Dreamcast should have a port for the new SD Card reader before too long!
I would ask some of these questions in DOOMWorld, but I got banned from there nearly 10 years ago for being bull headed or something. I've tried to contact the MODs listed on the page, but my e-mails either bounced back or were not responded to.
As for the PrBOOM+ forums on Source Forge, they are hardly active, and the only person who has offered to help has been the author, but there is much he does not know about the engine he's porting. I guess there's a difference between the knowledge of a mapper and that of a coder. Likewise I don't want to drive the man crazy with all the questions I'm coming up with, so I figured since some of these features are features that GzDOOM (The Ultimate DOOM port!!!) shares in common, that perhaps a few of you might be able to stear me in the correct direction.
Bottom line, I need nearly every map to have it's own unique SkyBox, there has to be an easy solution, but thus far it's gone over my head.
Thankx in advance!
http://starwarslegacy.net/Documents/Tra ... .part2.rar
First off I had to split the RAR file into two pieces so that I could upload it onto my page.
Inside it you will find two wads. One with the Map, One without.
Try it first without the SKYCUBES.WAD to kind of get an idea of what is supposed to be happening.
Then load it up (in GzDOOM and the latest PrBOOM+) and watch what happens.
Without the SKYCUBES.WAD the skies will transfer as they should, minus FOREST1 of course because there is no TEXTURE named FOREST1 to be found.
Add in SKYCUBES and the picture is very different.
PrBOOM+ makes all the Skies into the Default SKY1 sky which I have named SPACE1 through SPACE6. The upside to this is the Skybox is working, and you can make it spin, but only from left to right, as up and down seems to have no effect on the Skycube in PrBOOM.
Sadly FOREST1 is not showing up what so ever.
In GzDOOM, all the skies appear that should be appearing, accept the FOREST1 sky. It shows up in GzDOOM, but as flat textures without the SkyCube illusion.
I am unable to use MAPINFO because PrBOOM+ does not support it and I've no idea if there are plans to support it. I only want to use those features which PrBOOM+ and GzDOOM share in common. The reason being is that PrBOOM+ is very portable, there is a chance of getting it ported to the various Amiga OS's and that is my main target, though if all goes well the Dreamcast should have a port for the new SD Card reader before too long!

I would ask some of these questions in DOOMWorld, but I got banned from there nearly 10 years ago for being bull headed or something. I've tried to contact the MODs listed on the page, but my e-mails either bounced back or were not responded to.
As for the PrBOOM+ forums on Source Forge, they are hardly active, and the only person who has offered to help has been the author, but there is much he does not know about the engine he's porting. I guess there's a difference between the knowledge of a mapper and that of a coder. Likewise I don't want to drive the man crazy with all the questions I'm coming up with, so I figured since some of these features are features that GzDOOM (The Ultimate DOOM port!!!) shares in common, that perhaps a few of you might be able to stear me in the correct direction.
Bottom line, I need nearly every map to have it's own unique SkyBox, there has to be an easy solution, but thus far it's gone over my head.
Thankx in advance!