SKYDEFS

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Sky definitions define how a sky is rendered and how they are implemented in a level. A sky definition begins with the keyword "sky".

Example: sky "<texturename>" { properties }
<texturename> is the name of the texture used in a level. When a ceiling or floor uses that texture, it will draw the sky.

Properties

  • pic = "<generictexture>"
Name of a texture within the G_* markers to display as a sky.
  • backpic = "<generictexture>"
Name of a texture within the G_* markers to display as a secondary sky layer
  • fogcolor = <r g b>
<r g b> are 3 hexadecimal numbers that defines the RGB values for the fog color
  • basecolor = <r g b>
<r g b> are 3 hexadecimal numbers that defines the RGB values for the ambient color
  • highcolor = <r g b>
<r g b> are 3 hexadecimal numbers that defines the RGB values for the upper color of the sky
  • lowcolor = <r g b>
<r g b> are 3 hexadecimal numbers that defines the RGB values for the lower color of the sky
  • cloud
Renders a semi-3D cloud plane. Uses the pic for the texture
  • fogfactor = <value>
Controls both density and distance of the fog. Maximum value is 999 while 0 is the lowest.
  • thunder
Causes random thunder sound fx and randomly flickers the highcolor and lowcolor values
  • fire
Displays the fire sky effect. Pic and basecolor is ignored.
  • void
Displays nothing. Pic, highcolor, and lowcolor values are ignored
  • fadeinbackground
Causes the backpic to fade in when line action type 254 is triggered

Examples

//  
// a very simple sky with normal fog. Uses MYFLAT01 texture for displaying this sky
//
sky "MYFLAT01"
{
    pic = "SPACE"
    fogcolor = 0 0 0
    basecolor = 0 0 0
    highcolor = 0 0 0
    lowcolor = 0 0 0
    fogfactor = 985
}
//
// blue-ish cloud sky with a mountain backdrop with thick red fog. Randomly thunders.
// Uses MYFLAT02 texture for displaying this sky
//
sky "MYFLAT02"
{
    pic = "CLOUD"
    backpic = "MOUNTB"
    fogcolor = 30 10 8
    basecolor = b0 80 ff
    highcolor = 0 0 0
    lowcolor = 0 0 15
    cloud
    thunder
    fogfactor = 960
}
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