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Sky dome model isn't showing up [Solved]

Posted: Tue Oct 20, 2009 4:42 pm
by General_Nate
Alright guys.

Here is what I want to do:

I want to have conquest daytime, and hunt at night.

Here is what i've done:

I tried to follow the "random sky" tut, and just take out the whole "random" part, but it was hard to understand. So I "I" being my brother. came up with taking the sky dome model and texture and scaling it up. I scaled it to times 50, and added an ODF. In ZE it shows up fine, it could be a bit bigger, but pretty much fine. But ingame, it doesn't show up! I tried a clean and remunge, but to no prevail.

Is this what they mean when they say that scaling models that way is "glitchy"?

Wow, now that I'm reading it, this is a pretty noobish question...

Help is appreciated. :thumbs:

Re: Sky dome model isn't showing up

Posted: Tue Oct 20, 2009 4:52 pm
by mswf
May I ask why you scaled the skydome up? It's not really necesary, since that model is made to always fit in your current position.

Re: Sky dome model isn't showing up

Posted: Tue Oct 20, 2009 4:55 pm
by General_Nate
When I put it in the map without scaling, it was this little ball. So I made some calculations guesses and scaled it accordingly. Note I'm placing it like an object.

Re: Sky dome model isn't showing up

Posted: Tue Oct 20, 2009 6:01 pm
by Maveritchell
If you scale something fifty times with an .option file, I promise you it will simply disappear.

Re: Sky dome model isn't showing up

Posted: Tue Oct 20, 2009 8:22 pm
by Fiodis
I had props disappear on me at 5 times, much less fifty. :wink:

Re: Sky dome model isn't showing up

Posted: Tue Oct 20, 2009 8:39 pm
by General_Nate
.. I guess that would be a problem..... Is there a work-around?

Re: Sky dome model isn't showing up

Posted: Tue Oct 20, 2009 8:49 pm
by Frisbeetarian
XSI

Re: Sky dome model isn't showing up

Posted: Wed Oct 21, 2009 12:20 am
by Ace_Azzameen_5
understanding the tutorial.
Someone could help you. I think I wrote it but I forgot how.
Something like renaming your sky file, copying it, removing the reference to it from ABC.wld, then making references to it in MODE.lyr, and the copy in MODE2.lyr...Not too hard. IIRC.
Yeah, copy SkyName("ABC.sky"); into the lyr files, changing the name of the file as needed.

It gets more complicated with random, you need two separate layers for night and day and code to load them at random in each mode.
The above will just make it different for different modes.
Also, you can do the same with terrain files.
TerrainName("ABC.ter"); loads them in the layers. Remove it from the WLD or it will crash.
(So, copy your existing terrain and called ABCday.ter, then paint the terrain darker in zeroeditor)

Re: Sky dome model isn't showing up

Posted: Wed Oct 21, 2009 5:18 pm
by General_Nate
Woah! that almost made sense! Ok, so I already have a sky set up the "normal" way. Would that effect what you just told me? Should I do the same thing you just said with nighttime and the daytime?

And another thing:
Yeah, copy SkyName("ABC.sky"); into the lyr files, changing the name of the file as needed.
Ok, so I need to put that in my TTT_hunt.lyr? Is there a specific spot? And, I should have 2 sky files in my world1 then, night and day, right?

EDIT:

Can be solved, I figured it out, and it works! Thanks guys!
Frisbeetarian wrote:XSI
Those are some expensive 3 letters... :lol:

Re: Sky dome model isn't showing up

Posted: Wed Oct 21, 2009 9:52 pm
by Fiodis
General_Nate wrote:
Frisbeetarian wrote:XSI
Those are some expensive 3 letters... :lol:
Just pointing out that the Modtool 6 is free and unlimited and works for pretty much everything except animated models in conjunction with Rep's MshEx.

Re: Sky dome model isn't showing up [Solved]

Posted: Thu Oct 22, 2009 5:04 pm
by Ace_Azzameen_5
Yeah, if you're still wondering, you just copy the way the .wld file looks to find out where to put stuff.
One night sky, and one day sky. You could name them whatever you want so long as it matches whats in the the SkyName("filenamehere"); line.

If you wanted to, you could pretty much cut and paste the whole .wld file into a .lyr and leave it (virtually) blank, if not entirely.