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How can I change sky texture in doom builder?


SupremeIdiot

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This is my first time making an actual wad (and not just playing around in doom builder) and I got to a room where I want to use some type of hell sky. It can either be doom 1 or doom 2 sky, but when I search through avalible ceiling textures it only offers me one sky. When I use "F_SKY1", it uses normal mountains, and when I try to change wall texture to "SKY3" it uses it like any other texutre, repeating it a bunch of times. I want this to be completly vanilla compatible. Is it possible to use different sky textures without having to set my map to episode 3 of doom 2? Also, can I use different sky textures in different rooms?

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It will depend on the map format you're using. Doom format has restrictions, Boom has sky transfers and udmf is more versatile. You'll want to provide that info to get an accurate answer.

Edit: Didn't notice you're going vanilla. I think you're limited to one sky per "episode." If there's a workaround I'm not aware of it.

Edited by StodgyAyatollah

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Map's number defines what texture will be painted instead of SKY1.

Boom has sky transfer effect that can make it draw different textures. Some even non-boom compatible ports support it, but it won't be very vanilla.

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On 9/14/2022 at 7:13 AM, SupremeIdiot said:

...... Also, can I use different sky textures in different rooms?

Yes, you can and it is easy to do.

Rather than going into a long preamble I suggest for you to examine the maps in Eviternity.wad where this was used to great advantage, for example

 

35ZeIzZ.jpg

 

By examining this pwad you will also learn how to import the respective sky texture lumps, using Slade3.

Edited by Kappes Buur

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First Approach: Replace the RSKY*.lmp (Doom II) or SKY*.lmp (Doom I)

  1. Download and Open SLADE;
  2. Open the WAD that contains the map;
  3. Export the sky texture you wanna change and rename it into RSKY*.lmp(Doom II) or SKY*.lmp(Doom I) (* is the episode number)

> Simplest way to replace sky texture without having meddling with TEXTURE1.lmp and PNAMES.lmp;
> Only allows 1 rotation skybox (256x128) texture;
> Used by UAC_DEAD.wad if you need example.


Second Approach: Replace the texture definition in TEXTURE1.lmp and PNAMES.lmp

  1. Download and Open SLADE;
  2. Open the WAD that contains the map;
  3. Export the sky texture you wanna change (for example, EXAMPLE.lmp);
  4. Before proceding, make sure the "Base Resource:" is Doom II(or Doom I if you working on Doom I project);
  5. Click "Texture Editor";
  6. Choose "Yes" when asked "Create or Import a texture definition list?";
  7. Select "Doom (TEXTURE1 + PNAMES)" and "Import from Base Resource Archive:";
  8. Type the sky name you wanna change in "Filter:"
  9. Replace the sky patches into EXAMPLE.lmp

> Allows 4 rotation skybox (1024x128) texture;
> Needs meddling with TEXTURE1.lmp and PNAMES.lmp;
> Used by lot of PWADs.


Third Approach: Faking/Simulating the skybox (a.k.a. not actually using F_SKY1)
This method only works for certain themes like space themes which the minimum requirement is having a black texture, a black flat, space objects textures like stars and planets.
> Allows "fake" 2 skybox in 1 episode (or even 1 map);
> The effect is very limited.

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19 hours ago, StodgyAyatollah said:

Op wants vanilla. Sky transfers are a boom feature.

Op wants to know how to use a different sky in different sectors of the same map which is not possible in the original Doom format, hence my response.

 

In Boom or GZDoom (Doom2) formats use action special 271.

In GZDoom DiHF or UDMF use action special 190.

 

k0PQP4I.png

 

Edited by Kappes Buur

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Thanks everyone for help. Since it isn't possible to have multiple different sky textures in vanilla, I'll have to find my way around it. Still, this may be useful for future wads

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