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("");
some questions about the sky
Moderator: Moderators
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RAymo
- Command Sergeant Major

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some questions about the sky
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?
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Penguin
- Jedi Admin

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RE: some questions about the sky
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)
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)
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RAymo
- Command Sergeant Major

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RE: some questions about the sky
once again its penguin to the rescue
thanks a bunch. and just one more question: is it possible to move the skydome?
thanks a bunch. and just one more question: is it possible to move the skydome?
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Penguin
- Jedi Admin

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RE: some questions about the sky
Don't think so, and why would you want to remove the sky? lol
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BountyHunterV
Re: RE: some questions about the sky
lol move not removeRAymo wrote:is it possible to move the skydome?
- Eggman
- Master Bounty Hunter

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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!
http://www.gametoast.com/index.php?name ... cene+range
Very useful, and it even has pictures!
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-_-
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RAymo
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Penguin
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RepSharpshooter
- Gametoast Staff

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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!
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!
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Penguin
- Jedi Admin

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RAymo
- Command Sergeant Major

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1z2x3c
- 3rd Warning

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