I'm attempting to make a large sky texture in Vanilla Doom. I understand that a 1024px width sky texture is fully used in source ports, but that method doesn't seem to work in vanilla. What ended up happening was the first quarter was taken and flipped, then repeated 4 times like normal 256px sky textures. I understand that Plutonia uses a separate system with a sky texture for each 256px chunk, with each texture lump named SKY#A, SKY#B, etc. but how do I do this in a Doom II pwad, which uses just one RSKY# for any given level?
The unconverted texture:
The result:
The PWAD so far in Slade:
I've also heard of the MAPINFO lump for stuff like this, but I've never seen it in the Doom II IWAD. Is it just for sourceports?
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ArgentFrequencies
I'm attempting to make a large sky texture in Vanilla Doom. I understand that a 1024px width sky texture is fully used in source ports, but that method doesn't seem to work in vanilla. What ended up happening was the first quarter was taken and flipped, then repeated 4 times like normal 256px sky textures. I understand that Plutonia uses a separate system with a sky texture for each 256px chunk, with each texture lump named SKY#A, SKY#B, etc. but how do I do this in a Doom II pwad, which uses just one RSKY# for any given level?
The unconverted texture:
The result:
The PWAD so far in Slade:
I've also heard of the MAPINFO lump for stuff like this, but I've never seen it in the Doom II IWAD. Is it just for sourceports?
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