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some questions about the sky

Posted: Mon Aug 20, 2007 2:16 am
by RAymo
i was hoping to just do a search to avoid posting but the search isn't working. anyways i was just wondering about the values in a .sky file and if anyone can explain wat these values change?
SkyInfo()
{
Enable(1);
FogColor(194,197,199);
FogRange(0.5, 600.0);


PS2()
{
NearSceneRange(0.5, 50.0,80.0);
NearSplitScreenRange(0.5, 50.0, 80.0);
FarSceneRange(300.0);
}
XBOX()
{
NearSceneRange(0.5, 60.0, 100.0);
FarSceneRange(1000.0);
NearSplitScreenRange(0.1, 50.0, 80.0);
SplitOptions()
{
FarSceneRange(0.0);
FogRange(5.0, 70.0);
EnableFadeAdjustWithZoom(0);
}
}
PC()
{
NearSceneRange(0.5, 60.0, 100.0);
FarSceneRange(1000.0);

}


}


DomeInfo()
{
Texture("myg1_sky_dome.tga");
Softness(1);
SoftnessParam(60);
DomeModel()
{
Geometry("myg1_sky_dome");
}
DomeModel()
{
Geometry("myg1_sky_mountains_01");
MovementScale(0.995);
}

}



EnvTexture("");

RE: some questions about the sky

Posted: Mon Aug 20, 2007 2:21 am
by Penguin
Enable(1); = Following lines; on or off.

FogColor(194,197,199); = Hex value for fog color

FogRange(0.5, 600.0); - first number = when the fog starts fading, last number = when fog is fully opaque.



NearSceneRange(0.5, 60.0, 100.0);
FarSceneRange(1000.0);

= where the map fades out and when to replace models with lowrez, never really experimented with what number does what.


Softness(1);
SoftnessParam(60); = How blurred the sky is I think,


MovementScale(0.995); = How fast the sky rotates (i think)

RE: some questions about the sky

Posted: Mon Aug 20, 2007 5:05 am
by RAymo
once again its penguin to the rescue :)

thanks a bunch. and just one more question: is it possible to move the skydome?

RE: some questions about the sky

Posted: Mon Aug 20, 2007 5:06 am
by Penguin
Don't think so, and why would you want to remove the sky? lol

Re: RE: some questions about the sky

Posted: Mon Aug 20, 2007 11:15 am
by BountyHunterV
RAymo wrote:is it possible to move the skydome?
lol move not remove

Posted: Mon Aug 20, 2007 12:05 pm
by Eggman
Penguin explained it perfectly, but somebody (sorry, but I forget who) gave me a link not too long ago about the same thing, so I'll post it here since I think it might have some other useful stuff regarding skydomes.

http://www.gametoast.com/index.php?name ... cene+range

Very useful, and it even has pictures! :P

Posted: Mon Aug 20, 2007 2:44 pm
by -_-
You can't literally "move" the skydome, but you can put objects in the sky and move them. Watch the clouds on Kashyyk.

Posted: Mon Aug 20, 2007 3:49 pm
by RAymo
oh. ok thanks everyone

Posted: Mon Aug 20, 2007 9:41 pm
by Penguin
oh, woops lol.

Posted: Mon Aug 20, 2007 9:49 pm
by RepSharpshooter
FYI: For dome models such as the gas planet, yavin, that appear in the sky, you can offset them up and down, as for rotating them, I never discovered, that seems to be dependent on the dome model's msh itself.
Also the movement scale is how much the dome model moves around when you jump up and down. A value close to 1 means the object (ex a moon) will not move at all when the player moves. A value of .75 will make the moon move up and down along with the player! Kind of freaky!

Posted: Mon Aug 20, 2007 10:04 pm
by Penguin
Ah, someone should tell Dann that, I can imagine his 'hippy' maps with a jumping moon right now.... :/

Posted: Tue Aug 21, 2007 1:19 am
by RAymo
LMAO. that would be funny.just try and jump the moon now!

Posted: Tue Aug 21, 2007 1:31 am
by 1z2x3c
NearSceneRange(0.5, 60.0, 100.0);
FarSceneRange(1000.0);

can you tell me what # controls the hirez tex to lowrez tex thingy and can you make it so it loads from far away... every thing in cluding the teraine? plz

Posted: Tue Aug 21, 2007 1:52 am
by Penguin
NearSceneRange(0.5, 60.0, 100.0); = Controls highrez/lowrez
FarSceneRange(1000.0); = controls where the map fades out completely (all you'll see is the sky)