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Help with skies

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Sik

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How can I put the sky as texture of a wall? I know how to do this in the celling or the floor, but in the walls? Help!
 
You CAN do it by putting the wall texture as SKYxx, but you'll be getting that whole "painting" effect (that is, it'll be treated as a normal texture). That won't work for what you're asking.

For a wall to be plain sky, it MUST be an Above texture, and it MUST be above F_SKY1. Do that and the walls will vanish, leaving the sky behind.

You can actually abuse this and make walls seem shorter than the room; this is accomplished by placing a sector with a lower ceiling than the main room right next to the wall in question, and then making the ceiling texture F_SKY1 (see Episode 1 of DOOM for examples of this in action). It has limited uses in SRB2, though, since the walls are now thok barriers.
 
I don't know what Shadow Hog is talking about, myself. In order to properly put a sky into SRB2, you make the ceiling texture of your sector F_SKY1. To make the walls let you see beyond into the sky, you simply make the ceiling of the thok barrier F_SKY1, and move both the floor and ceiling to the height you want the wall to stop. Look in one of the stages in the actual game for a good example.
 
If you don't know what I'm talking about, I guess you've never tried it.

How about this: try making a sector in the middle of a closed room (ie: no F_SKY1 in the thok barriers, and the main ceilings are a normal texture), Make this sector in the center have a really low ceiling, and a ceiling texture of F_SKY1. Then load it up and notice how you can see the sky in this big column in the center of the room (well, in software mode, not so sure about OpenGL).

In fact, hold off on that, I'LL create an example WAD when I get home.
 
I've got it.

SRB2010.gif

Download the WAD here

Please note that this effect does NOT work in OpenGL mode; OpenGL being OpenGL, you see right through the part that's supposed to be the sky, effectively creating an invisible wall, and only the part that would otherwise reveal the void space has sky (ie: the very, VERY top of the column, next to the ceiling of the room).
 
Well, say you're making a thok barrier around a level, a rather low one, too. Then, say you want to extend a passage out away from the level, through the thok barrier. You could extend the thok barrier a bit to fit around the room, but then you'd have an Above texture going up to the top of whatever sector's on the other side, and if this is supposed to be a hidden passage for whatever reason, that'd make it pretty danged obvious. So, you put this fake sky on the side where the Above would be outrageous, though make it very slight so that only those who know what to look for can see it, and hide your passage there.

It's tough to explain, really. For the most part, you really don't want to, but there ARE times...
 
Prolly. Not the method I'm using in my latest map, but heck, it's an experiment, nothing wrong with those.
 
You can do some really nice stuff with that thing. Like, say... Sky pillars.
 
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