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- F_SKY Special Effects
-
- There are a lot of nice things you can do with the F_SKY texture. In fact the
- DOOM engine treats a F_SKY differently from any other ceiling texture. This
- page covers the following things you can do with the F_SKY texture:
-
- Contents
-
- 1. SKY Door
- 2. SKY Windows
- 3. SKY at Floor
- 4. SKY Everywhere
- 5. Low Buildings in Courtyard
- 6. Non-repeating F_SKY
-
- 1. The F_SKY Door
-
- A door that displays F_SKY should be quite familiar to all people who has tried
- to create a door, and by mistake applied the F_SKY ceiling texture. Normally
- this looks really odd, as the F_SKY texture repeats down the door, but you
- might put this effect to some use. For instance Greg Lewis (gregl@umich.edu)
- used this effect to cause different part of a WAD to "disappear". The WAD was
- named disappear.zip (I've changed it slightly - I hope Greg won't notice). The
- effect might look good in association with a "star" bitmap instead of the
- normal F_SKY.
-
- Creation of the F_SKY Door
-
- The F_SKY door is easy to create. Just make the following sectors:
-
- : :
- : 5 :
- | |
- x...............x
- |. .|
- | . . |
- |3 x 2 x 4|
- | . . |
- |. .|
- x...............x
- | |
- : 1 :
- : :
-
-
- All the sectors should have the F_SKY ceiling texture. Sectors 1, 3, 4 and 5
- should have the same (normal) floor and ceiling heights, while sector 2 has set
- the ceiling height to be equal to the floor height (and both equal to the floor
- height of the other sectors). Sector 2 is the door sector, and it can be
- triggered like any other door. Make sure that the sectors 3 and 4 are not large
- enough for the player to get caught in them!
-
- 2. The F_SKY Window
-
- A variant of the F_SKY door is the F_SKY window. The only difference is
- basically, that the "door" in the F_SKY window isn't designed to be opened
- ever. Personally I think it's quite nice to place a few windows of this kind
- around in a WAD (No not in a dungeon WAD; only in a mainly outside WAD). They
- don't take up much room, but seeing F_SKY makes the player feel less trapped
- even if he is in reality in a small hallway/room.
-
- Construction of the F_SKY Window
-
- The construction is easy. Just create the following sectors:
-
- (The numbers are sector numbers)
- --------x
- | x--x
- | / |
- | / |
- | x..x |
- | | : |
- x--x : |
- : : : |
- 1 :2 :3 :4 |
- : : : |
- x--x : |
- | | : |
- | x..x |
- | \ |
- | \ |
- | x--x
- --------x
-
-
- Sector 1 is the room in which the player can walk around. Sector 2 is the
- window frame. Here the ceiling should be lower than the ceiling in sector 1.
- The floor of sector 2 will be the height of the window. To make sure that the
- F_SKY viewed through the window doesn't tile, you will have to set this quite
- high. Sector 3 is the "outside" part of the window. The ceiling texture here
- should be F_SKY, while the floor texture is still the same as in sector 2. Both
- ceiling and floor heights are the same in sector 2 and 3. Sector 4 on the other
- hand is the F_SKY door from before. Here both the ceiling and floor heights are
- set to be equal to the floor heights of the sectors 2 and 3. The ceiling
- texture of sector 4 should of course also be F_SKY.
-
- Note that if sector 2 is so high that it's impossible to see the floor, you can
- create the window like this:
-
- (The numbers are sector numbers)
- --------x
- |
- |
- |
- |
- |
- x--x-----x
- : :\ |
- 1 :2 :3x 4 |
- : :/ |
- x--x-----x
- |
- |
- |
- |
- |
- --------x
-
-
- The floor and ceiling heights/textures should of course be set just like in the
- first example.
-
- 3. The F_SKY at floor special effect
-
- The F_SKY texture is used in almost all wads to create the illusion of being
- outside. The F_SKY texture is one of the FLATS textures, meaning that it can be
- applied to both the ceiling and the floor. There is however a limitation when
- the F_SKY texture should be applied to the floor: It has to be completely
- surrounded by a floor that uses texture different from the F_SKY texture. To
- see an example of a floor using the F_SKY texture, you can take a look at
- spcial1b.zip (73K). Open the SKY door in the north-east corner, and you are in
- a room where the F_SKY texture is assigned to the floor. The construction of
- this SKY hole in the floor is very easy:
-
- (The numbers are sector numbers)
-
- x-----------------------x
- | |
- | x.......x |
- | 1 : 2 : |
- | x.......x |
- | |
- x-----------------------x
-
-
- Apply F_SKY to the floor of sector 2, and a "non-SKY" texture to the floor of
- sector 1. That should create the F_SKY at floor special effect.
-
- 4. SKY Everywhere
-
- You just saw how to put the F_SKY texture on the floor. You also know that
- F_SKY can be applied to the walls by using a stuck SKY door. This means that
- it's possible to make a room that has F_SKY almost everywhere. The only problem
- is that the floor SKY has to be surrounded by a sector that doesn't have F_SKY
- on the floor. However you can of course make this sector quite thin. This
- demonstrated in spchaunt.zip (86K) created by Robert Fenske, Jr.
- (rfenske@swri.edu)
-
- However it's possible to hide the thin sector completely simply by making it
- lower than the middle sector, so that it's out of sight. The effect is created
- like this:
-
- (The numbers are sector numbers)
-
- x-------------------------------x
- | |
- | x.................x |
- | : x.............x : |
- | : : : : |
- | 3 :2: 1 : : |
- | : : : : |
- | : x.............x : |
- | x.................x |
- | |
- x-------------------------------x
-
- All sectors should have ceiling texture F_SKY. Sector 1 should have floor
- texture F_SKY, and sector 2 and 3 can have any floor texture except F_SKY. Make
- sector 2 as thin as possible, and set the floor height of sector 1 to be 0. Now
- apply a floor height of -128 to the sectors 2 and 3. That should place them
- well out of sight, and set the ceiling height of sector 3 to be equal to the
- floor height, to create the F_SKY on the wall effect. Now you should have a
- room where you can see nothing but SKY!
-
- This effect can be seen in spcial1b.zip (73K). You can find the SKY everywhere
- room by going through the two SKY doors to the north east. (I've put a small
- triangle of floor texture in front of the door, so that you can see where it is
- in case you need to get out again...).
-
- 5. Low buildings using the F_SKY texture
-
- The low buildings inside a courtyard with F_SKY ceiling texture is not really a
- special effect, but a lot of WAD designers has found these outside sectors more
- difficult than the ordinary inside rooms. That's why I've decided to include it
- here. If you already know everything you ever wanted to know about SKY
- textures, I suggest you go back to the index
-
- The general way of creating a building smaller than the walls in a courtyard,
- is to surround the building by a sector with F_SKY texture and a lower ceiling
- height. This should paint SKY above the building (above the ceiling height of
- the surrounding sector).
-
- If the courtyard walls are so high that they should be visible over the
- building, there will of course be painted F_SKY over the small building. To
- avoid this you should make the smaller building inside the courtyard just big
- enough to avoid this, or make the surrounding courtyard walls smaller.
-
- To learn more about area with F_SKY you might want to take a look at the
- following rules:
-
- Rules that apply to SKY sectors
-
- When a sector has SKY as ceiling texture some special rules apply to the way
- the textures are displayed. In the following I'll give some rules that show how
- you can create sectors, where the SKY textures will be painted, and where the
- normal wall textures will be used. In all the sectors the ceiling textures will
- be F_SKY, and the illustrations will use the side view to demonstrate the
- ceiling and floor heights that apply to each sector.
-
- Rule 1
-
- Lets start with a simple rule:
-
- (Side view)
-
- ----------------x :
- | :
- ..SKY...........|......>:
- | :
- | :
- x-------x
- |
- ..WALL.texture.........>|
- ------------------------x
- 1 2 (The numbers are sector numbers)
-
-
- The arrows going from left to right marked "SKY" and "Wall texture" are
- possible lines of sight, and the associated text explains what will be painted
- at the position where the arrow hit. In this case there is a one-sided line
- between sector 2 and the void space. On this line the normal texture is painted
- as wall texture up until the height of the ceiling in sector 2. This is
- normally used to lower the outer walls in an outside area. The upper texture on
- a sector with SKY ceiling will never be painted. instead what is painted
- depends on what is on the other side of the sector where the line of sight hit.
- In this case where the LOS hit void space, the F_SKY texture is painted.
-
- If you want to have a more solid looking wall, where you can see the top of the
- wall, you can raise the floor height of sector 2 to be equal to the ceiling
- height, and you will have a wall, where the top of the wall is painted in the
- floor height of sector 2. (If the wall is low enough for you to see the top.
-
- Rule 2
-
- This is the rule that is used to create the SKY door special effect:
-
-
- (Side view)
-
- ----------------x x----------
- | |
- ..SKY..........>| |
- | |
- | |
- ----------------x-------x-----------
- 1 2 3 (The numbers are sector numbers)
-
-
-
- Here the floor heights of all the sectors 1, 2 and 3 should be equal. (If you
- don't need it you can remove sector 3 and end up with a configuration that's
- almost equal to the one in rule 1, except that you can't see the floor of
- sector 2 when the floor heights of sector 1 and 2 are equal.
-
- Rule 3
-
- (Side view)
-
- ----------------x x------------
- | |
- ..Transparent...|.......|.......>
- | |
- | |
- x-------x
- | |
- ..WALL.texture.>| |
- ----------------x-------x-------------
- 1 2 3 (The numbers are sector numbers)
-
-
- This shows that normally the upper part of a SKY sector is simply transparent.
- Even though YOU can see through the upper part of a SKY sector it doesn't mean
- that the monsters can. It's also impossible for both players and monsters to
- walk or shoot through the upper part of a sector. This gives some interesting
- possibilities: how about putting a few of the really big monsters in sector 3.
- When the player enters sector 1 he will see these monsters, but they can't see
- the player. At the same time it's impossible for both the player and the
- monsters to shoot each other, but that doesn't mean that the player isn't going
- to try...
-
- Rule 4
-
- This is pretty much the same as rule 3.
-
-
- (Side view)
-
- ----------------x x------------
- | |
- ..Transparent...|.......|.......>
- | |
- | |
- x-------x
-
-
- --------------------------------------
- 1 2 3 (The numbers are sector numbers)
-
-
- This shows that the upper part of a SKY sector is transparent independently of
- the height of sector 2. (Take care if the floor heights of sector 1 or three
- are higher - see illegal configuration 2). The main difference between this and
- rule 3 is that here the sound will propagate through the gap in sector 2, and
- if the ceiling is high enough it will be possible to pass from sector 1 to
- sector 3.
-
- Illegal SKY sector configurations
-
- If you're building an area using the F_SKY texture, and you suddenly get a HOM
- (Hall Of Mirror) error in your WAD, you should look for the following problems:
-
- 1. Missing textures.
- This should be obvious, as the normal source of HOM is a missing texture
- somewhere. You should be able to see in your wad where the HOM is located,
- and check that the texture you wanted to be painted in this position has
- been defined in the WAD.
- If you wanted F_SKY to be painted in the position you get HOM this won't
- help you.
-
- 2. Too many lines in view.
- Before DOOM v1.4 you could only have 128 lines in view at a time. This has
- now been increased to 256, but you might still get this problem in complex
- outside areas.
-
- 3. A bug in the BSP builder.
- Try a builder like BSP12X, WARM or IDBSP.
-
- 4. F_SKY related HOM errors.
- If you think you have a HOM related to the way you have placed the SKY
- sectors, you should read on and try to find one of the illegal
- configurations in your WAD.
-
- Illegal configuration 1
-
- The first illegal configuration looks almost like rule 3. Note the difference
- in the floor height of sector 3.
-
-
- (Side view)
-
- --------x x-------
- | |
- ..HOM...|......>|
- | |
- x-------x-------
- |
- |
- --------x
- 1 2 3 (The numbers are sector numbers)
-
-
- This is one of the two exceptions to the general rule that the upper part of a
- SKY sector is transparent. If you see this configuration from sector 3 towards
- sector 1, you will see a normal SKY door, but seen from sector 1 the DOOM
- engine get confused because a line of sight isn't supposed to be able to pass
- through the linedef between sector 2 and sector 3.
-
- This can be corrected by making the floor of sector 3 a little lower (Sector 2
- becomes transparent by rule 3), or by creating a small extra sector between
- sector 1 and 2, with the same floor height as sector 2 (F_SKY will be painted
- above sector 2 by rule 2).
-
- Illegal configuration 2
-
- This illegal configuration is actually much like the previous one:
-
- (Side view)
-
- x----------
- --------x |
- | |
- ..HOM...|......>|
- | x----------
- | |
- x-------x
- |
- ----------------x
- 1 2 3 (The numbers are sector numbers)
-
-
- Here the problem is the same as in the first illegal configuration. It should
- be impossible for a line of sight to pass from sector 2 to 3. This confuses the
- DOOM engine so much that it doesn't know what to paint, and the result is HOM.
-
- I don't really know what you're trying to build if you have a configuration
- like this, so I really can't give you good instructions as to how to correct
- this. If you ever find that this is a source of a problem I suggest you mail
- me. (Be prepared that I will ask you to explain exactly what you are trying to
- achieve).
-
- 6. Non Repeating F_SKY
-
- (by Robert Fenske Jr.)
-
- The Non-repeating Sky is a way to provide a unique sky background throughout a
- 360 degree of view. The normal background sky, which is a single-patch 256x128
- texture, repeats every 90 degrees. By redefining the appropriate SKY texture
- with a multi-patch texture, the sky can repeat every 180 degrees, or simply not
- repeat at all. The following table details the requirements.
-
-
-
-
-
- Number of Total texture
- patches size View
-
- 1 256 x 128 repeats every 90
- degrees
-
- 2 512 x 128 repeats every 180
- degrees
-
- 3 768 x 128 repeats every 270
- degrees
- 4 1024 x 128 does not repeat
-
-
-
- This effect is used in trinity2.zip (310K) by Steve McCrea (sm@eng.cam.ac.uk),
- Simon Wall and Elias Papavassilopoulos. The non repeating F_SKY effect was
- originally an idea by Olivier Montanuy (Olivier.Montanuy@ens.fr).
-
- -------------------------------------------------------------------------------
- DOOM is a trademark of id Software.
- -------------------------------------------------------------------------------
- Jens Hykkelbjerg / hykkelbj@daimi.aau.dk
-