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.
For the purpose of the offsets, the fullscreen height is 200 units. A 200 tall sky texture will cover the entire screen when the player looks in the exact pitch towards it. "0 view pitch" means the vanilla Doom look pitch, without any look-up or look-down component. Here are some common values and their effects, for the vertical offset:
*0: 128 units below screen top at 0 view pitch. Since Doom skies are 128 units tall, they'll get fully drawn from the top of the 0 view pitch screen. Taller skies will extend upwards until they fade into a colour.
*128: All skies, regardless of height, will draw from the top of the 0 view pitch screen. When looking up, you will see them fade to a single colour. 200-tall skies from this position will cover the entire view when looking in 0 pitch
*228: Skies will get drawn to fully cover the Heretic view pitch upwards. That's 100 units above the top of the 0 view pitch screen. For Doom with mlook this won't be sufficient.
*288: Draw skies to fully cover the maximum allowed view pitch (45 degrees up), as enabled in Doom when mlook is enabled.


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.
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