The sky patches in Heretic and Hexen are 200-unit tall, but the textures themselves are still declared to be only 128-unit tall. The sky textures in Doom and Doom II are only 256 units wide, so they are tiled and repeat four times for each full revolution. A 1024-wide sky will exactly circumscribe the horizon this effect was first explained in details in the text file accompanying The Unholy Trinity. They are always drawn with their tops at the top of the view window and their zero column at due north. SKY1, SKY2, SKY3 and SKY4 are in an IWAD file as wall textures, each consisting of one or more wall patches. It is important to note that the sky is drawn similarly to a wall, not like a regular ceiling. The actual sky texture drawn depends on the episode and/or level number as described above. The engine recognizes it as indicating that the ceiling is transparent to the sky beyond, and draws sky above the ceiling height. This flat is not actually drawn, however. In order to appear out-of-doors, a sector is given the special ceiling flat name of F_SKY1 (but see below). Skies in Hexen are defined in the MAPINFO lump. Hexen does skies in a different manner, allowing for two textures to be used at once as well as scrolling textures (Used, for example, in clouds) and thunder and lightning. Episode 4 and the three unused levels of "Episode 6" simply use SKY1, whereas Episode 5 recycles SKY3. SKY1 contains a dark gray overcast sky with brown mountains, SKY2 a cloudy red sky with gray mountains, and SKY3 a deep blue underwater "sky" with blue mountains and large struts visibly supporting the dome. Heretic contains three sky textures (SKY1, SKY2 and SKY3), one for each episode. The Plutonia Experiment uses grayish-white overcast for SKY1, a somber dark red for SKY2, and bright red hell cave wall for SKY3. However, SKY3 is another Hell sky, here bright red and overcast. TNT: Evilution's SKY1 is daytime, with a brown sky and snowcapped mountains, and SKY2 is nighttime and filled with stars, with a crude galaxy and a rendering of Supernova 1987a covering large portions of opposite sides of the sky. The game is not divided into episodes, of course, but textual interludes divide it into related groups of levels and the sky textures again correspond to the backstory venues: starport, your own home city and alien base (Hell on Earth). The engine selects SKY1 for the levels MAP01 through MAP11, depicting a brown partly cloudy sky, SKY2 for MAP12 through MAP20, showing a burning cityscape, and SKY3 for MAP21 through MAP32, which somewhat resembles SKY2 from the original Doom but with bright red cave walls behind the mountains, making it clear the player is in a subterranean Hell. Ultimate Doom added a fourth sky texture, SKY4, for use in Episode 4, showing orange-tinted clouds with no visible mountains.ĭoom II uses the same names for its three sky textures, but the graphics in the IWAD file are different. The first is a misty gray sky with lumpy greenish mountains, the second is a red overcast sky with brown mountains with light snow, and the third is a much foggier red sky with mountains tinted reddish-black. This is consistent with the backstory, because each episode takes place in a specific venue ( Phobos, Deimos and Hell, respectively), and the nine levels of each episode share the same sky. The original Doom contains three sky textures (SKY1, SKY2 and SKY3), one for each episode. The sky is a special effect built into the Doom rendering engine.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |