Editing Static Init (sky transfer)
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Vertical offsets or scrolling is transferred, allowing for precise adjustments of sky position. Unpegging in the sky transfer linedef does not affect the sky texture. IMPORTANT: you will need to set the vertical offset correctly for the sky to look as intended, such as for looking up or down. Unlike [[EMAPINFO]] declared skies, Eternity won't try to autodetect the correct drawing position; it's fully controlled from the sidedef offset. Regardless of vertical offset, the sky will tile upwards until it leaves the 0-pitch player view. Above that, it will fade to an average colour. This is to make sure that landscape skies still look correct when the player looks up. However, if the trigger linedef is tagged for any vertical [[Scroll_Texture_Model|scrolling]], the sky will tile vertically all the way — this will allow vertically flowing background images to still look as intended. | Vertical offsets or scrolling is transferred, allowing for precise adjustments of sky position. Unpegging in the sky transfer linedef does not affect the sky texture. IMPORTANT: you will need to set the vertical offset correctly for the sky to look as intended, such as for looking up or down. Unlike [[EMAPINFO]] declared skies, Eternity won't try to autodetect the correct drawing position; it's fully controlled from the sidedef offset. Regardless of vertical offset, the sky will tile upwards until it leaves the 0-pitch player view. Above that, it will fade to an average colour. This is to make sure that landscape skies still look correct when the player looks up. However, if the trigger linedef is tagged for any vertical [[Scroll_Texture_Model|scrolling]], the sky will tile vertically all the way — this will allow vertically flowing background images to still look as intended. | ||
Horizontal offsets or [[Scroll_Texture_Model|scrolling]] of the transferred upper wall texture is converted into revolution of the sky texture, but it occurs at a very slow speed relative to the moving texture, allowing for long-period rotations. | Horizontal offsets or [[Scroll_Texture_Model|scrolling]] of the transferred upper wall texture is converted into revolution of the sky texture, but it occurs at a very slow speed relative to the moving texture, allowing for long-period rotations. |