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(Created page with "this is research into tall skies across ports and games. the info here may eventually be folded into Sky doom skies are 128 tall 256 wide they tile horizontally up to 4...")
 
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...add limited look up/down which made the sky tiling problem more acute. Therefore they made the sky patches taller - 200px - but the texture definitions remained at 128
 
...add limited look up/down which made the sky tiling problem more acute. Therefore they made the sky patches taller - 200px - but the texture definitions remained at 128
 +
 +
hexen's texture definitions redefine the skies as 200px tall
  
 
== ports ==
 
== ports ==

Revision as of 10:26, 5 November 2018

this is research into tall skies across ports and games. the info here may eventually be folded into Sky

doom skies are 128 tall 256 wide

they tile horizontally up to 4 times (default) but the skies can be defined as wider textures up to 1024 for no horizontal tiling

they tile vertically when the sky is visible low enough on the screen, either continuously or separately (e.g. exit teleport in MAP20:_Gotcha!_(Doom_II))

heretic/hexen

...add limited look up/down which made the sky tiling problem more acute. Therefore they made the sky patches taller - 200px - but the texture definitions remained at 128

hexen's texture definitions redefine the skies as 200px tall

ports

see also

https://github.com/JNechaevsky/russian-doom/issues/1