Jump to content

Custom sky texture wont size or tile properly


Recommended Posts

Im using OTEX, I just copied the entire wad into my wad, copied the osky28 texture and renamed it RSKY1 and thought good to go right?  I mean it works but it only wraps the first part of the texture.  Creating jarring harsh lines in the sky.  So I had some help in my actual map posting, and lots of googling today but it still hard for me to figure out. 

 

Heres what I tried to do after all the advice I got or read.  Patch in the texture for sky1, make sure its resized so it wraps the whole thing right?  This does nothing.  Nothing is different when loading up my wad.  I deleted the RSKY1 copy of osky28 but all that does is make it the default doom2 sky, even with this supposed patch in place.  Idk what Im doing wrong, idk how patches work.

 

any help?

 

 

2058404335_SLADE3_12_20233_55_50PM.png.f9ff44b650124524b2a5a35591b65cfd.png

Share this post


Link to post

You need to divide the texture into 4 patches, each patch shouldn't be wider than 256. Look at TNT for how this is done.

Edited by Edward850

Share this post


Link to post

Short answer: You need to make your RSKY1 patch bigger to accommodate the size of the texture. If you're looking to target Boom or higher level compatibility this is sufficient. If you're looking to target limit-removing or vanilla you need to make multiple patches like what Edward suggested.

 

If you're targeting Boom/MBF or higher you may wish to redefine the sky by using a UMAPINFO lump. This will also let you set custom names and music without having to deal too much with naming conventions. Make a text-based lump in SLADE named "UMAPINFO" and put the following info in it:

 

Quote

map MAP01
    {
    levelname = "My Cool New Map"
    levelpic = "CWILV00"
    next = "MAP02"
    music = "D_RUNNIN"
    skytexture = "OSKY28"
    }

 

You can have separate entries for your MAP02, MAP03, etc. For more detail on UMAPINFO check out the Wiki page on it: https://doomwiki.org/wiki/UMAPINFO

Share this post


Link to post
30 minutes ago, segfault said:

Short answer: You need to make your RSKY1 patch bigger to accommodate the size of the texture. If you're looking to target Boom or higher level compatibility this is sufficient. If you're looking to target limit-removing or vanilla you need to make multiple patches like what Edward suggested.

 

If you're targeting Boom/MBF or higher you may wish to redefine the sky by using a UMAPINFO lump. This will also let you set custom names and music without having to deal too much with naming conventions. Make a text-based lump in SLADE named "UMAPINFO" and put the following info in it:

 

 

You can have separate entries for your MAP02, MAP03, etc. For more detail on UMAPINFO check out the Wiki page on it: https://doomwiki.org/wiki/UMAPINFO

I thought I did rezise it.  In the patch at the bottom and up in the sky1 info it says 1024x200 which is the size of the texture I'm using.  Just very confusing cuz it didnt do anything when loading up my wad.  But yes I am targeting BOOM.

Edited by Treehouseminis

Share this post


Link to post
15 hours ago, Edward850 said:

You need to divide the texture into 4 patches, each patch shouldn't be wider than 256. Look at TNT for how this is done.

Ok I did this but its still not working.  I followed a Doomkid tutorial and I still cant get it to work.

 

Heres what I did.  4 png files, import into slade.  Convert to doomgfx, import into patch table, import into texturex.  I then go to the texture lump, find sky1.  Resize it, add the 4 images as patches, everything looks great, save patches, close tab, save wad, but when I close slade and load up my wad its default doom2 sky.

 

The only thing different from what I did and from what is in the doomkid video I watched is that when importing the images to a patch table I dont get a window asking me where it goes, nothing happens, but I know slade does something cuz 1 they are in the patch table when I go into texture2(my texture lump is 2  for some reaosn) and the wad has a * next to it.  

 

I feel like I did something In the complete wrong order when making my wad somehow, like I imported otex first thing and that probably created the texture2 lump, but idk why that would create problems for this type of edits.  

Share this post


Link to post

image.png

 

Ok, you see this? This is the size of your texture. It would need to be 1024x200, like the size of your patch.

There's also the fact that you only have TEXTURE1 lump, meaning the one from DOOM2.WAD will be loaded in, and it contains its own SKY1 and I don't know which one would be the priority.

Share this post


Link to post

It's also still not correct, as that's only 1 patch. You need to have 4 patches each 256 width in size. Please look at TNT.

Share this post


Link to post
5 minutes ago, Edward850 said:

It's also still not correct, as that's only 1 patch. You need to have 4 patches each 256 width in size. Please look at TNT.

Most ports can handle wider patches. I don't see any mentions of the target port so I suggest first adressing the size of texture and seeing if it will be enough.

Share this post


Link to post
5 minutes ago, ViolentBeetle said:

Most ports can handle wider patches. I don't see any mentions of the target port so I suggest first adressing the size of texture and seeing if it will be enough.

They are targeting Boom, and this thread started with the classic symptom and a texture already 1024 wide.

 

They need to divide the patch into 4.

Edited by Edward850

Share this post


Link to post
5 minutes ago, Edward850 said:

They are targeting Boom, and this thread started with the classic symptom and a texture already 1024 wide.

 

They need to divide the patch into 4.

The patch is 1024 units wide. The texture in the wad provided is set to 256 units wide. Either the one on my screenshot, or the one that still exists in TEXTURE1 (As I said, I don't know if it's first one or last one only served).

I had no problems having a single patch 1024 textures on either PrBoom+ or DSDA-Doom.

Share this post


Link to post
1 hour ago, ViolentBeetle said:

image.png

 

Ok, you see this? This is the size of your texture. It would need to be 1024x200, like the size of your patch.

There's also the fact that you only have TEXTURE1 lump, meaning the one from DOOM2.WAD will be loaded in, and it contains its own SKY1 and I don't know which one would be the priority.

Yeah I just gave the link I put up before I started working on this problem. Sky issues was pointed out to me by another member in my wad post.  

 

I resized it and it didnt change in game.  I thought ok maybe the "RSKY1" texture replace was confusing the patch.  So deleted that but then all I see is the default sky.  So the game isnt reading any patches.  I think youre onto something with texture lumps and how the game is prioritizing one.  But as far as I know I only have 1 texture lump and I'm still new at doom editing so I have no idea on how to fix that if its possible.  

 

Someone Just find me a nice blue nighttime sky that's already 256x128 lol

Share this post


Link to post
42 minutes ago, Treehouseminis said:

Yeah I just gave the link I put up before I started working on this problem. Sky issues was pointed out to me by another member in my wad post.  

 

I resized it and it didnt change in game.  I thought ok maybe the "RSKY1" texture replace was confusing the patch.  So deleted that but then all I see is the default sky.  So the game isnt reading any patches.  I think youre onto something with texture lumps and how the game is prioritizing one.  But as far as I know I only have 1 texture lump and I'm still new at doom editing so I have no idea on how to fix that if its possible.  

 

Someone Just find me a nice blue nighttime sky that's already 256x128 lol

Ok, here's what you probably need to do. Copy TEXTURE1 lump from the iwad you are using (DOOM2.WAD probably) and change SKY1 that is there. This should probably help.

Delete the skies from TEXTURE2 entirely.

 

Wait, it seems your TEXTURE2 actually contains all the textures from Iwad anyway, so why did you call it TEXTURE2?

 

Update: Just tested my hypothesis and I was correct. TEXTURE1 takes precedence over TEXTURE2, so no matter what you do to SKY1 in TEXTURE2 it will remain unchanged, because DOOM2.WAD's TEXTURE1 overrides it. Renaming TEXTURE2 to TEXTURE1 to overwrite DOOM2.WAD (And fixing dimensions) solves everything. Behold!

doom218.png

Port is DSDA-Doom, the Boomiest port there is.

Edited by ViolentBeetle

Share this post


Link to post
19 minutes ago, ViolentBeetle said:

Ok, here's what you probably need to do. Copy TEXTURE1 lump from the iwad you are using (DOOM2.WAD probably) and change SKY1 that is there. This should probably help.

Delete the skies from TEXTURE2 entirely.

 

Wait, it seems your TEXTURE2 actually contains all the textures from Iwad anyway, so why did you call it TEXTURE2?

Honestly I have no idea.  I remember making the first map, and completely importing the full otex wad so it might be from that?  I never manually created a texture lump, I've never done that or even known for a need for that.  Still new ish to this editing stuff. 

Share this post


Link to post
Just now, Treehouseminis said:

Honestly I have no idea.  I remember making the first map, and completely importing the full otex wad so it might be from that?  I never manually created a texture lump, I've never done that or even known for a need for that.  Still new ish to this editing stuff. 

You posted right as I was updating my own post. Seems like your TEXTURE2 lump contains vanilla textures anyway, so try renaming it to TEXTURE1 for an override.

 

1 minute ago, TimeOfDeath666 said:

@Edward850 was right, splitting the sky into 4 patches made it work properly in prboom-plus and crispy: skytest.zip

Doing changes in TEXTURE1 and having correct size does the trick. Splitting into 4 patches might be relevant for something like Chockolate, but not Crispy. Source: Tested my Hell Frontier wad in Crispy and PrBoom at different points, while having 1024-wide patch.

Share this post


Link to post
17 minutes ago, ViolentBeetle said:

You posted right as I was updating my own post. Seems like your TEXTURE2 lump contains vanilla textures anyway, so try renaming it to TEXTURE1 for an override.

 

Doing changes in TEXTURE1 and having correct size does the trick. Splitting into 4 patches might be relevant for something like Chockolate, but not Crispy. Source: Tested my Hell Frontier wad in Crispy and PrBoom at different points, while having 1024-wide patch.

Holy buckets it worked!  All I had to do was rename the Texture lump like you suggested.  I didn't need 4 patches, just resized the sky1.  I have been trying to figure this out for 2 days straight now, and its like the super simple solution was under my nose.

Share this post


Link to post
58 minutes ago, ViolentBeetle said:

Doing changes in TEXTURE1 and having correct size does the trick. Splitting into 4 patches might be relevant for something like Chockolate, but not Crispy. Source: Tested my Hell Frontier wad in Crispy and PrBoom at different points, while having 1024-wide patch.

My bad, when I tried the single patch in TEXTURE1 I just realized I was editing the RSKY1 entry instead of the SKY1 entry lol.

Edited by TimeOfDeath666

Share this post


Link to post

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...