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How can I change sky in vanilla (or boom), not by replacing sky1?


StorkGreen

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So, the problem:

I am making a boom compatible map pack, and I want to make one sky on the first map, and other one on second map

Cuz it's map01 and map02, I can't just change sky1, and, because it's boom map, I also can't do it in mapinfo

 

I was searching for a while, but didn't found anything, that could help me

Even after "Slade and Builder check" wads, where I saw different skies

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In vanilla, the original Boom for DOS, and ReBoom, it is impossible to use a sky for maps 1 and 2 that is different from the sky for maps 3-11.

 

However, PrBoom+ currently supports UMAPINFO, which lets you change the sky in any level you want using the 'skytexture' specifier.

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Just now, Nikku4211 said:

In vanilla, the original Boom for DOS, and ReBoom, it is impossible to use a sky for maps 1 and 2 that is different from the sky for maps 3-11.

 

However, PrBoom+ currently supports UMAPINFO, which lets you change the sky in any level you want using the 'skytexture' specifier.

Oh, thanks a lot

Now I get it

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@StorkGreen
Welcome to Doomworld. Enjoy your stay.

 

There is another solution besides UMAPINFO. Since you're using Boom, you can use a sky transfer to change the sky. Technically, sky transfer are a MBF function, but PrBoom+ recognizes them in complevel 9, so you'll be fine.

 

Texture a linedef with whatever you want the sky to be. Set the linedef type to 271 and set the tag to match the tag of the sector where you want the sky to appear. You will need to repeat this for all the different tags where the F_SKY1 flat appears (including 0). This method has the additional advantage that you can use it to have multiple skies appear in different parts of the same map. Eviternity Map 29, for instance, has 5 or 6 different skies.

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25 minutes ago, Pegleg said:

@StorkGreen
Welcome to Doomworld. Enjoy your stay.

 

There is another solution besides UMAPINFO. Since you're using Boom, you can use a sky transfer to change the sky. Technically, sky transfer are a MBF function, but PrBoom+ recognizes them in complevel 9, so you'll be fine.

 

Texture a linedef with whatever you want the sky to be. Set the linedef type to 271 and set the tag to match the tag of the sector where you want the sky to appear. You will need to repeat this for all the different tags where the F_SKY1 flat appears (including 0). This method has the additional advantage that you can use it to have multiple skies appear in different parts of the same map. Eviternity Map 29, for instance, has 5 or 6 different skies.

Thank you! I'll try that one also

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1 hour ago, Pegleg said:

 

Texture a linedef with whatever you want the sky to be.

You'll need to texture the upper texture of the linedef, though. Not any other part.

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I recommend using the sky transfer method if you want wider compatibility. Crispy Doom have this feature as long as you keep the rest of your map limit-removing.

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1 hour ago, Noiser said:

I recommend using the sky transfer method if you want wider compatibility. Crispy Doom have this feature as long as you keep the rest of your map limit-removing.

Yeah. I think this one is better, I liked it

Also, thanks for info about crispy. I guess I'll test my maps also on this port, maybe some of them will work

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