- Changes the sky texture to sky1 and the second sky texture to sky2. Both textures must be the same height if doublesky is enabled. You may also use any flat, pname, sprite or internal graphic (such as TITLEPIC) in place of an actual texture. This simple script changes the Doom 2 default to the red sky from Doom 1.
- May 22, 2010 Re: How to add custom sky textures? By Enjay » Sat May 22, 2010 7:41 pm For those of us who were editing Doom in '94, we know BMPs are not the Doom format because none of the doom editing tools of the day supported BMPs and BMPs themselves were a fledgling format that wasn't widely used outside Win 3.1 MS Paint.
A skybox is a method to easily create a sky background to make computer and video game levels look bigger than they really are, by creating the illusion of distant three-dimensional surroundings. This method is used in various 3D games.
The illusion of open space is created by displaying the skybox at a fixed distance. Regardless of how the player moves through the map, the skybox environment will stay the same distance away, thus giving the impression that it is quite far away.
You can create skyboxes in ZDoom using the SkyViewpoint actor and a dummy sector. The SkyViewpoint is a camera placed within the sector. It rotates in response to the player's rotation, but does not move, thus maintaining the required illusion of depth. Whatever the camera sees is then drawn where the sky texture F_SKY1 would normally appear in the target sectors.
Hell(o) there,This is how to add custom texture to a DOOM WAD. If you couldn't read the title. My Mic is low-quality, so here are the steps in writing for yo.
The skybox which a sector uses is determined by placing a SkyPicker thing in a sector with F_SKY1 on the ceiling and/or floor. Set the thing's first argument to match the TID of a SkyViewpoint and instead of seeing the sky texture in that sector, the player will see the skybox pointed to. You can use this to create a map with many different skies in it.
Skybox shape
Depending on the images used inside the skybox, such as backdrop or mountain range textures, the skybox sector should have a given shape for best visual effect.
When no dedicated skybox is used, the engine creates an implicit cylinder from the selected sky graphic. (In GL mode, a sphere seems to be used to account for full Z-axis freelook.)
The word “skybox” would normally suggest that they be boxed, or square. In such a scenario, the camera's distance to a corner would be 1.41 fold of the distance to the center of the wall. Sky textures may be distorted to account for this perspective type, in that they are more compressed on the left/right edges, or expanded in the center. This is recognizable, as lines are projected as “arcs” in the flat texture. Example image: see the cloud string above the sun; in-game, this would be “a line”.
For non-distorted textures, a cylindrical skybox is preferable, as the distance to the wall is supposed to be same for every column in the image. As there are no bezier linedefs in the Doom engine, an n-linedef circle sector approximation will have to do.
OpenGL skyboxes
In OpenGL children ports of ZDoom, it is possible to define a sky texture as a skybox in the GLDEFS lump. This requires either four or six images that tile together to map the inside of a cube. This can be combined with normal ZDoom skybox by being used as the sky of a skybox.
See also
Doom purists, here is something special for you today. Earlier today we informed you about a Texture Pack for Morrowind that improves the game’s textures via AI adverserial networks. Well, it appears there is a similar mod for the first Doom that is already available for download.
Doom Custom Sky Textures - Image Results
Created by Doomworld’s member ‘hidfan’, this HD Texture Pack uses AI NeuralNetworks in order to improve all of the game’s textures. According to the modder, all textures and sprites have been upscaled 8X (with tons of AI artefacts), and then downscaled to a final 2X to restore a pixel art look. Now since there were a lot of AI artefacts, a lot of the HD and improved textures have been manually cleaned and all transparency masks were manually enhanced.
The end result is a HD Texture Pack that looks as close to the original material as it can possibly be. And since we’ll never ever get an official HD Texture Pack for this classic shooter, I strongly suggest at least testing it.
The latest version of this texture pack is 0.95 and according to its release notes it adds EndBossBox, cleans mask for Mastermind’s death and front attack frames, stabilizes switches frames and cleans some textures associated with them (BROWN96, BROWNGRN, SLADWALL, ROCK01), improves GRASS1 tiling (still not perfect) and more.
Those interested can download the Doom Neural Upscale 2X mod from here.
Have fun!
https://twitter.com/andrewrstine/status/1072238889673252864
John Papadopoulos
Flat
John is the founder and Editor in Chief at DSOGaming. He is a PC gaming fan and highly supports the modding and indie communities.Before creating DSOGaming, John worked on numerous gaming websites. While he is a die-hard PC gamer, his gaming roots can be found on consoles. John loved - and still does - the 16-bit consoles, and considers SNES to be one of the best consoles. Still, the PC platform won him over consoles. That was mainly due to 3DFX and its iconic dedicated 3D accelerator graphics card, Voodoo 2. John has also written a higher degree thesis on the 'The Evolution of PC graphics cards.' Contact: Email