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Sky.scene flag #37693
12/13/04 19:16
12/13/04 19:16
Joined: Oct 2003
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Matt_Aufderheide Offline OP
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How is the sky.scene flag used? it seems to have no effect when declared in the entity as such : flags = scene;
when i try to say sky.scene=on it give me a bad parameter error.. how is this used correctly?

A6 Commercial 6.31.4
GeForce 6800

Re: Sky.scene flag [Re: Matt_Aufderheide] #37694
12/13/04 22:34
12/13/04 22:34
Joined: Sep 2003
Posts: 4,959
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Grimber Offline
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has to be set in the initial definition of the sky. i.e.

sky bobo
{

flags = scene;
}

flags like scene, cube and dome ( though dome isn't realy used anymore as its the defualt for any texture/sprite sky ) define what sort of sky it will be at the outset.

Re: Sky.scene flag [Re: Grimber] #37695
12/14/04 03:52
12/14/04 03:52
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Matt_Aufderheide Offline OP
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Matt_Aufderheide  Offline OP
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well yes i have tried setting it that way.. the problem is.. my sky model is not drawn behind everythihg else as it should be.. its drawn with a normal Zdepth .. anyway in the manual it shows an example of setting it sky.scene=on
...maybe this is a mistake in the manual.. but i would think something is not working right here.. can anyone confirm if it works or not?

Re: Sky.scene flag [Re: Matt_Aufderheide] #37696
12/18/04 10:54
12/18/04 10:54
Joined: Dec 2003
Posts: 114
Pompano Beach,Florida USA
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I_AM_DEFIANT Offline
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I_AM_DEFIANT  Offline
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I have tried creating a sky type using a model and scene does not seem to make a
difference, I created my model in the script using the standard format
sky blabla
{
type = <stars.mdl>;
layer = 9;
material = mat_sky;
flags = visible,transparent;
view = CAMERA;
}

It will draw as a scene even without declaring it as scene = on, or in the flags. you can layer the models as well using transparent to view them.
I think the engine just makes models default to a scene when created as a sky.It's a different story for sprites as dome projects it as a sky layer
that curves at the edges, and scene creates a cylinder wrapped around your level. So far that's how it works for me, I'm using the same build so it should be the same for you.


defiant@zovera.com A_6 commercial 6.4.2 DirectX 9.0c p4 3.4 geforce 6800 ultra 256 mb 470 mhz forceware version 81.95
Re: Sky.scene flag [Re: I_AM_DEFIANT] #37697
12/18/04 14:49
12/18/04 14:49
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Posts: 4,959
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Grimber Offline
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scene doesn't work for models. models used in a sky definition are sky entities, work rather like view entities. relative possition is in relationship to the camera origin in LEVEL X/Y/Z cooridinates

example, you set a mdl at X = 500, y= 0, z= 50;

this places the entity +500 X 0 Y and 50 Z from the camera origin
that means this entity is visible when the camera faces aprox 0/360 pan angle ( facing positive X axis).

this entity doesn't exist in the level itself, so level lighting/sun doesn't effect it. when facing it, as long as there isn't geometry or otehr entities blocking its visability it will be rendered. i.e. i place a block at +300 X quants at 100 quants tall. place my camera at 0/0/0 and turn it to face +X axis.

the mdl can't be seen. if I back teh camera up over 200 quants the entity will now become visible ( it stays always at 500 quants from teh camera)

if I side step my camera left 500 quants. the mdl is still exactly in the same spot 500 +x quants away at 0/360 pan angle

but layer for skys doesn't apply to both sprite skys and model skys, they work on thier own seperate layering. sprite skies are drawn into the infinate distant engine sky. entities are drawn in relationship to the view.

i.e. you can't layer a sky dome over a sky model
thats how a sky entity works. very similar to a view entity but its only visible in the view when facing in the direction teh entity is.

Re: Sky.scene flag [Re: Grimber] #37698
12/18/04 17:02
12/18/04 17:02
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Matt_Aufderheide Offline OP
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ahh i see.. thnx

Re: Sky.scene flag [Re: Matt_Aufderheide] #37699
12/19/04 04:41
12/19/04 04:41
Joined: Dec 2003
Posts: 114
Pompano Beach,Florida USA
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I_AM_DEFIANT Offline
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True, if you want to layer a sky sprite in front of a sky mdl use the cube flag on an apropriate sprite.


defiant@zovera.com A_6 commercial 6.4.2 DirectX 9.0c p4 3.4 geforce 6800 ultra 256 mb 470 mhz forceware version 81.95

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