View Full Version : ZDoom BIG sky textures problem
Sphagne
June 1st, 2001, 01:32 PM
I have a problem on importing big sky textures (512x256) for use on ZDoom backgrounds, using shareware DeepSea.
the resulting sky had a horizontal pink line cutting the sky in half.
What have I done wrong? http://forums.newdoom.com/UBB/smilies/cwm36.gif
I think that the Texture height is calculated wrong for ZDoom, but apparently in Deepsea there was nothing wrong and it showed no errors in the sky texture.
I will be very thankful if you can solve this problem for me.
Thanks anyway,
Sphagne.
Looney2ner
June 1st, 2001, 02:44 PM
I haven't tried the Big Skys yet in Deepsea. But, Did you edit the Pwad Lump to change the Sky size? First Close All Files, Goto "EDIT" "Rename/Manage Pwad Lumps" then click on "Rename-Ins-Del-Move PWAD Lump names" pick the wad you want to work with and edit the Sky size. Then merge the Pwad Lump fix wad with the the wad you were working on. (Make sure you open the PWAD Lump Fix wad LAST when merging)
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ReX
June 11th, 2001, 04:47 AM
Spaghne:
Unfortunately, the tallest sky patch that ZDooM will accommodate is 240. I too have tried having 256 tall skies, but it doesn't work.
What's happening (with the pink lines) is that ZDooM begins tiling your RSKY patch after 240. If a patch height is not a multiple of 16 then it tiles it with the crappy pink lines between. In your case, ZDooM is tiling the extra 16 pixels height (beyond 240) and inserting the pink lines.
You're better off modifying your patch and texture height to be 240. There's practically no difference in the appearance between a 256 high sky and a 240 high sky.
ReX
deepteam
June 11th, 2001, 01:44 PM
Most of the ports have a problem with graphics past 240 high. ZDOOMGL did the best job the last time I check with wall textures. I had this cute chick on the wall - looked great!
I was hoping that SOME port would take up the challenge and go past 256 up to 508. Plus give some options for exactly where to start tiling. It's not hard to do.
If you play with BOOM vs ZDOOM vs ZDOOMGL you'll see differences in this area.
Sphagne
June 11th, 2001, 07:15 PM
Thanx all for the help.
And if I want to use space skies for inside space stations and so an, I think I must use 128 pixel height skies.
Am I right?
ReX
June 14th, 2001, 04:48 AM
Spaghne:
I'm not sure what you mean by: "if I want to use space skies for inside space stations and so an, I think I must use 128 pixel height skies". By "inside space stations" I assume you mean the skies in a space-station type map, not inside the space station itself.
If you're trying to give the appearance of the space station being suspended in space, then you need to do a couple of things:
1. Assign F_SKY to both the ceiling and the floor of your "space" sectors.
2. Have a narrow sector that runs around the "space" sector. Make sure that this sector is not obvious, by making it as narrow as possible and by using matching flats for this sector and your space sector. It also helps to have the sector floor somewhat lower than the "space" sector floor.
3. Use 128 high sky textures. Using 240-high textures in this type of application will give you the same ugly pink lines as described before. If your level is for ZDooM, you may need to set "Stretch Short Skies" to OFF from the options menu. Stretching a starscape makes it look awful.
(Check out the screenshot of the Imperial Space Station Alpha Centauri in:
http://darkesthour.doomcenter.com)
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Sphagne
June 14th, 2001, 09:24 PM
Hey Rex, I wanted to start a space episode, using ZDoom engine with lots of programmed scripts and so on.
Will you join forces with me on this project? I am not a novice level designer myself, you can check on my previous levels like "The Space Station" here in NewDoom.
And my future level: "The Mothership" will be released in a week or two.
We can make a great team, you know.
Sphagne
June 14th, 2001, 09:32 PM
And Rex,
I have just remembered that you have designed, Paranoia.
That episode was great, man!
I changed my mind, I will help you in this star trek project, if you like.
ReX
June 16th, 2001, 08:45 PM
Spaghne:
Actually, it's Star Wars not Star Trek. http://forums.newdoom.com/UBB/smilies/cwm11.gif
Thanks for offering to help with my project. Actually, I'm all done with the "space" type levels, and am on the final stretch with the entire project.
Glad you enjoyed Paranoia. If you like ZDooM levels, try Temple of the Ancients:
ftp://ftp.cdrom.com/pub/doom2/levels/doom2/Ports/s-u/temple2.zip
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