some questions about the sky

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RAymo
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some questions about the sky

Post 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("");
Penguin
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RE: some questions about the sky

Post 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)
RAymo
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RE: some questions about the sky

Post by RAymo »

once again its penguin to the rescue :)

thanks a bunch. and just one more question: is it possible to move the skydome?
Penguin
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RE: some questions about the sky

Post by Penguin »

Don't think so, and why would you want to remove the sky? lol
BountyHunterV

Re: RE: some questions about the sky

Post by BountyHunterV »

RAymo wrote:is it possible to move the skydome?
lol move not remove
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Eggman
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Post 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
-_-
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Post by -_- »

You can't literally "move" the skydome, but you can put objects in the sky and move them. Watch the clouds on Kashyyk.
RAymo
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Post by RAymo »

oh. ok thanks everyone
Penguin
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Post by Penguin »

oh, woops lol.
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Post 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!
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Post by Penguin »

Ah, someone should tell Dann that, I can imagine his 'hippy' maps with a jumping moon right now.... :/
RAymo
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Post by RAymo »

LMAO. that would be funny.just try and jump the moon now!
1z2x3c
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Post 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
Penguin
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Post 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)
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