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Doom Custom Sky Textures

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Need help with Sky textures in Doom builder. I'm trying to make a map in Doom builder, but It only lets me use FSKY1, I understand it changes on different levels, for example it might be the city skybox on map 18, but I want to use different skyboxes on my FIRST map. Info Source: Various Doom 2 textures Count: 69 Palette: Custom Format: TX markers Anims/Switches: Yes, ZDoom compatible Description: A set of textures of a black & green themed style that I used for a few maps that I think other people may like.

< Flats and textures
Flats and textures[view]
SRB2 levelsSingle Player:GFZ • THZ • DSZ • CEZ • ACZ • RVZ • DCZ • GEZ • ERZ
Other:NiGHTS • Mario • Special Stage • Multiplayer • SRB1 Remake
Other themesCaves/Cliffs • Xmas • Disco • Forts • GHZ • HPZ • Ice/Snow • Jungle • Sand • Forest
MiscellaneousColors • Generic • Old • SA-SRB2 • Miscellaneous • Skies

The following is a list of the sky textures available in SRB2. Custom levels can use one of these skies via the SkyNumlevel header parameter, or they can supply a custom sky.

Single Player

SkySlot #PreviewNameUsesLump name(s)Texture name
1Greenflower Zone
  • MAP01 – Greenflower Zone Act 1
  • MAP02 – Greenflower Zone Act 2
  • MAP03 – Greenflower Zone Act 3
  • MAP33 – Techno Legacy Zone
  • MAP50 – Floral Field Zone
  • MAP60 – Multiplayer Special Stage 1
  • MAP99 – Titlemap
  • MAPF0 – Lime Forest Zone
  • MAPM0 – Jade Valley Zone
GFSK00
GFSK01
GFSK02
SKY1
4Techno Hill Zone Act 1
  • MAP04 – Techno Hill Zone Act 1
  • MAP06 – Techno Hill Zone Act 3
  • MAP61 – Multiplayer Special Stage 2
  • MAPF8 – Iron Turret Zone
  • MAPM1 – Noxious Factory Zone
THSKYAL
THSKYB
THSKYC
THSKYCL1
THSKYCL2
THSKYCL3
THSKYCL4
SKY4
6Techno Hill Zone Act 2
  • MAP05 – Techno Hill Zone Act 2
  • MAP51 – Toxic Plateau Zone
  • MAPMA – Frost Columns Zone
SKY6SKY6
8Deep Sea Zone
  • MAP07 – Deep Sea Zone Act 1
  • MAP08 – Deep Sea Zone Act 2
  • MAP09 – Deep Sea Zone Act 3
  • MAP52 – Flooded Cove Zone
  • MAP62 – Multiplayer Special Stage 3
  • MAPF1 – Lost Palace Zone
DSSK2CLF
DSSK2SK2
DSSK2SKL
DSSK2SKY
DSSMOON
DSSMOON2
SKY8
10Castle Eggman Zone Act 1
  • MAP10 – Castle Eggman Zone Act 1
  • MAP12 – Castle Eggman Zone Act 3
  • MAP53 – Cavern Fortress Zone
  • MAP63 – Multiplayer Special Stage 4
  • MAPM3 – Thunder Citadel Zone
CESB12
CESK03
CESKCLD1
CESKCLD2
CESKCLD3
CESKPAT0
CESKPAT1
SKY10
11Castle Eggman Zone Act 2
  • MAP11 – Castle Eggman Zone Act 2
  • MAPF7 – Dual Fortress Zone
~048
ACSK2CA3
BANEGG1W
CESK03
CESKCLD1
CESKCLD2
CESKCLD3
CESKPAT0
CESKPAT1
SKY11
13Arid Canyon Zone Act 1
  • MAP13 – Arid Canyon Zone Act 1
  • MAP64 – Multiplayer Special Stage 5
ACSK10
ACSK11
ACSK12
ACSK13
ACSK14
SKY13
14Arid Canyon Zone Act 2
  • MAP14 – Arid Canyon Zone Act 2
ACSK2BG1
ACSK2CA1
ACSK2CA2
ACSK2CA3
ACSK2CA4
SKY14
15Arid Canyon Zone Act 3
  • MAP15 – Arid Canyon Zone Act 3
  • MAP54 – Dusty Wasteland Zone
ACSKYCA1
ACSKYCA2
ACSKYCL0
ACSKYCL1
ACSKYCL2
ACSKYCL3
ACSKYCL4
ACSKYST2
ACSKYSTO
ACSKYSUN
SKY15
22Egg Rock Zone
  • MAP22 – Egg Rock Zone Act 1
  • MAP23 – Egg Rock Zone Act 2
  • MAP25 – Black Core Zone Act 1
  • MAP26 – Black Core Zone Act 2
  • MAP27 – Black Core Zone Act 3
  • MAP56 – Egg Satellite Zone
  • MAP66 – Multiplayer Special Stage 7
  • MAPF4 – Twisted Terminal Zone
  • MAPM6 – Orbital Hangar Zone
ERSKY1..32SKY22
159Red Volcano Zone Act 1
  • MAP16 – Red Volcano Zone Act 1
SKY159SKY159

Bonus levels

SkySlot #PreviewNameUsesLump nameTexture name
17Christmas sky
  • MAP70 – Christmas Chime Zone
SKY17SKY17
29Spring Hill ZoneSKY29SKY29
30Frozen Hillside Zone
  • MAP30 – Frozen Hillside Zone
SKY30SKY30
31Mario Koopa Blast
  • MAP31 – Pipe Towers Zone
SKY31SKY31
35Azure Temple Zone
  • MAP42 – Azure Temple Zone
SKY35SKY35
40Aerial Garden Zone
  • MAP41 – Aerial Garden Zone
  • MAP71 – Dream Hill Zone
  • MAPM9 – Celestial Sanctuary Zone
SKY40SKY40
99Black Hole Zone
  • MAP57 – Black Hole Zone
  • MAPZ0 – Tutorial Zone
SKY99SKY99
172Haunted Heights Zone
  • MAP40 – Haunted Heights Zone
SKY172SKY172
300Alpine Paradise Zone Act 1
  • MAP72 – Alpine Paradise Zone Act 1
BSZSKY1
BSZSKY2
BSZSKY3
SKY300
301Alpine Paradise Zone Act 2
  • MAP73 – Alpine Paradise Zone Act 2
BSZASKY1
BSZASKY2
BSZASKY3
SKY301

Old and alternate skies

SkySlot #PreviewNameUsesLump nameTexture name
2Greenflower Zone (Old)
  • MAPM7 – Sapphire Falls Zone
  • MAPMB – Meadow Match Zone
SKY2SKY2
3Techno Hill Zone Act 1 (v2.0 and v2.1)SKY3SKY3
5Techno Hill Zone Act 1 (v1.09.4 and earlier)SKY5SKY5
7Deep Sea Zone (Old)
  • MAPM2 – Tidal Palace Zone
  • MAPM5 – Infernal Cavern Zone
SKY7SKY7
9Starry sky (Demo 4 Castle Eggman Zone)SKY9SKY9
12Castle Eggman Zone (Old)SKY12SKY12
16Arid Canyon Zone Act 2 (Alternate)ACSK2BG1
ACSK2BG2
ACSK2BG3
ACSK2BG4
ACSK2CA1
ACSK2CA2
ACSK2CA3
ACSK2CA4
SKY16
18Old Castle Eggman Zone (Brightened)SKY18SKY18
20Castle Eggman Zone Act 3 (Old)
  • MAP32 – Forest Fortress Zone
  • MAP55 – Magma Caves Zone
  • MAP65 – Multiplayer Special Stage 6
  • MAPF2 – Silver Cascade Zone
  • MAPF5 – Clockwork Towers Zone
SKY20SKY20
21Egg Rock Zone Act 1 (Old)
  • MAPM4 – Desolate Twilight Zone
ERSKY1
ERSKY2
ERSKY8
ERSKY9
SKY21
98Black Hole Zone (Alternate)SKY98SKY98
100Old Greenflower Zone (Cyan)SKY100SKY100
302Alpine Paradise Zone (Night)BSZNSKY1
BSZNSKY2
BSZNSKY3
SKY302

Old Special Stages

SkySlot #PreviewNameUsesLump nameTexture name
50Special Stage 1 (Old)SKY50SKY50
51Special Stage 2 (Old)SKY51SKY51
52Special Stage 3 (Old)SKY52SKY52
53Special Stage 4 (Old)SKY53SKY53
54Special Stage 5 (Old)SKY54SKY54
55Special Stage 6 (Old)
  • MAPF3 – Icicle Falls Zone
  • MAPM8 – Diamond Blizzard Zone
SKY55SKY55
56Special Stage 7 (Old)SKY56SKY56
57Special Stage 8 (Old)SKY57SKY57
58Special Stage 5 (v1.09.4)SKY58SKY58
59Special Stage 3 (v1.09.4)SKY59SKY59

SRB1 Remake

SkySlot #PreviewNameUsesLump nameTexture name
103Great Forest ZoneSKY103SKY103
107Ice Palace ZoneSKY107SKY107
117Robotopolis[sic] ZoneSKY117SKY117
127Athenos ZoneSKY127SKY127
132
133
134
135
Hidden Palace ZoneSKY132
SKY133
SKY134
SKY135
SKY132
SKY133
SKY134
SKY135

Other skies

SkySlot #PreviewNameUsesLump nameTexture name
19Sonic OVASKY19SKY19
33Psychedelic sunset 1SKY33SKY33
34Psychedelic sunset 2SKY34SKY34
64Wood Zone/Verdant Forest ZoneSKY64SKY64
66Sonic X-treme black skySKY66SKY66
68Nimbus Ruins Zone
  • MAPF8 – Nimbus Ruins Zone
SKY68SKY68
1024Psychedelic sky 1SKY1024SKY1024
1025Psychedelic sky 2SKY1025SKY1025
1026Psychedelic sky 3SKY1026SKY1026
1027Psychedelic sky 4SKY1027SKY1027
1028Psychedelic sky 5SKY1028SKY1028

See also

Doom
Flats and textures[view]
SRB2 levelsSingle Player:GFZ • THZ • DSZ • CEZ • ACZ • RVZ • DCZ • GEZ • ERZ
Other:NiGHTS • Mario • Special Stage • Multiplayer • SRB1 Remake
Other themesCaves/Cliffs • Xmas • Disco • Forts • GHZ • HPZ • Ice/Snow • Jungle • Sand • Forest
MiscellaneousColors • Generic • Old • SA-SRB2 • Miscellaneous • Skies
Retrieved from 'https://wiki.srb2.org/w/index.php?title=Flats_and_textures/Skies&oldid=109377'

From DoomWiki.org

Adding custom textures to user-created PWADs allows authors to enhance the look of their custom maps or introduce new visual styles that cannot be achieved through the use of Doom's stock textures. There are several different approaches to this depending on what type of textures are being added, and which source ports the wad is intended to be played with.

Inserting and converting[edit]

The first step to adding custom textures to a WAD is using a WAD management tool, such as SLADE, to insert the graphic into the PWAD and then convert it to a format that the engine can recognize. For vanilla Doom, wall/sky textures must be converted to Doom's picture format and floor/ceiling graphics must be converted to Doom's flat format. Both of these operations can be done within SLADE by clicking 'Convert to...' under the 'Graphic' menu.

Be aware that converting graphics that stray from Doom's color palette may result in a loss of color detail.

Doom

Source ports with true-color graphics modes may not be restricted to these formats, and may support alternatives such as PNG.

Replacing existing textures[edit]

The easiest way to include custom textures is to simply replace the original graphics by inserting patches into a PWAD that have the same lump name as those found in the game's IWAD. Such an approach does not technically add new textures; it merely replaces components of the present ones. This is usually most effective with textures that only use a single patch, as replacing a patch that is used by multiple textures will, in effect, modify all of those textures. Note that you cannot modify the dimensions of any textures using this method.

Doom
Flats and textures[view]
SRB2 levelsSingle Player:GFZ • THZ • DSZ • CEZ • ACZ • RVZ • DCZ • GEZ • ERZ
Other:NiGHTS • Mario • Special Stage • Multiplayer • SRB1 Remake
Other themesCaves/Cliffs • Xmas • Disco • Forts • GHZ • HPZ • Ice/Snow • Jungle • Sand • Forest
MiscellaneousColors • Generic • Old • SA-SRB2 • Miscellaneous • Skies
Retrieved from 'https://wiki.srb2.org/w/index.php?title=Flats_and_textures/Skies&oldid=109377'

From DoomWiki.org

Adding custom textures to user-created PWADs allows authors to enhance the look of their custom maps or introduce new visual styles that cannot be achieved through the use of Doom's stock textures. There are several different approaches to this depending on what type of textures are being added, and which source ports the wad is intended to be played with.

Inserting and converting[edit]

The first step to adding custom textures to a WAD is using a WAD management tool, such as SLADE, to insert the graphic into the PWAD and then convert it to a format that the engine can recognize. For vanilla Doom, wall/sky textures must be converted to Doom's picture format and floor/ceiling graphics must be converted to Doom's flat format. Both of these operations can be done within SLADE by clicking 'Convert to...' under the 'Graphic' menu.

Be aware that converting graphics that stray from Doom's color palette may result in a loss of color detail.

Source ports with true-color graphics modes may not be restricted to these formats, and may support alternatives such as PNG.

Replacing existing textures[edit]

The easiest way to include custom textures is to simply replace the original graphics by inserting patches into a PWAD that have the same lump name as those found in the game's IWAD. Such an approach does not technically add new textures; it merely replaces components of the present ones. This is usually most effective with textures that only use a single patch, as replacing a patch that is used by multiple textures will, in effect, modify all of those textures. Note that you cannot modify the dimensions of any textures using this method.

Adding new wall textures[edit]

A more thorough approach is to actually add new patches to the PNAMES lump, and use these to create new textures within the TEXTURE1 lump. Patches can be arranged to form individual textures at the discretion of the author, thus allowing a small set of patches to create a large quantity of textures. These textures can then be used along with the original textures.

Whether replacing existing textures or adding new ones, it is customary to use P_START/PP_START and P_END/PP_END marker lumps to enclose the patch graphics inside the PWAD. Although these markers are ignored by vanilla Doom and are not necessary, some older WAD management utilities make use of or may require these.

To add textures using SLADE:

  1. Import the patches into the WAD and convert them to the appropriate format.
  2. To create textures directly from the patches, and forego the process of assembling the patches into textures, click 'Add to TEXTUREx'. Otherwise click 'Add to PNAMES'. The latter will add those patches to PNAMES but not create any new textures.
  3. When prompted to create or import a texture definition list, click 'Yes'. Then select the 'Import from Base Resource Archive' option and click 'OK'. This will create a PNAMES and TEXTURE1 lump containing all of the default texture definitions. Note that when adding textures in this manner, each lump should have a name unique from the default textures to prevent duplicate patch/texture definitions.
  4. Double-click on the TEXTURE1 lump to bring up a list of all the texture definitions. If you opted to create new textures directly from the patches, those textures should be visible at the bottom. If that is the case, the textures are ready to use.
  5. To create a new texture from one or more patches, click the 'New' button in the bottom-left corner of the Texture Editor. Give the texture a name, set the width and height (note that the width must be a power of two), then begin adding patches using the panel on the right side of the screen. Add as many patches as desired and adjust their offsets. Patches further down the list are drawn over top of preceding ones. Do this for each texture you wish to create then click the 'Save' button when done.

More Doom Custom Sky Textures Images

For Doom 2 and Final Doom, an alternative to TEXTURE1 is the unused TEXTURE2 lump. All textures defined in TEXTURE2 will stack on top of TEXTURE1, so that one does not need to include all of the original textures when adding new textures. This may be useful in some situations, where the PWAD should not redefine the default textures.

ZDoom-based source ports offer the TEXTURES lump, which is a more powerful text-based alternative to TEXTUREx.

Replacing sky textures[edit]

The default skies in Doom are defined in TEXTURE1 as normal textures and can be modified easily by replacing the patches that comprise them. These patches are named RSKY1, RSKY2, RSKY3, and RSKY4 (Ultimate Doom only).

Custom sky textures are also not limited to the default width of 256; they may be extended to 512 or 1024 through editing their texture width and using appropriate patches, as demonstrated in Final Doom.

Adding new floor/ceiling textures[edit]

Floor and ceiling textures, referred to as flats, are used differently by the Doom engine, and require a different, yet arguably easier approach than wall textures. All flats must be 64x64 pixels in size and converted to Doom's flat texture format. By using identical lump names as found in the IWAD, flats can be replaced in a similar manner as texture patches, however, new flats can be easily defined by assigning them their own unique lump names.

For vanilla Doom WADs, flat textures must be followed by an F_END lump marker and F_START must not be used, because of how vanilla Doom loads flat textures. Using the latter will cause Doom to exit. The use of FF_START and FF_END, however, are safe to use and ignored by Doom.

Adding animated textures[edit]

Vanilla Doom has a limited number of animation definitions, but some are unused and are available to authors for creating texture animations of their own using any number of frames. In order to use these, textures with the corresponding names must be defined in TEXTUREx. Custom animated flats also work in a similar manner.

See Animated wall and Animated flat for more information.

See All Results For This Question

Boom-compatible source ports allow a bit more flexibility through the ANIMATED and SWITCHES lumps, and ZDoom-based ports feature the text-based ANIMDEFS lump, which provides yet further capabilities.

Doom Builder Custom Sky Textures

See also[edit]

Free Doom Textures

Retrieved from 'https://doomwiki.org/w/index.php?title=Adding_custom_textures&oldid=196206'




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