What this does is moves the entity at a speed slightly slower than that of the camera. With the camera at 65,536 as the position, the entity would've only moved 4096 quants from the start which isn't much at all. Increase the scaling, it would've only moved 1024 if the 64 was used instead of 16 making it seem 4 times further away.
Another example - if the camera was moving 64 quants per frame, the sky model would only move 4 quants per frame. You'd have the code like this to get it to work:
Code:
action move_with_camera
{
while(1)
{
my.x = camera.x/16; // play with the 16
my.y = camera.y/16;
my.z = camera.z/16;
wait(1);
}
}
Increasing the number being divided by makes the sky sphere seem bigger. 16 means 16 times bigger thus, if the sky sphere was 1024 quants in diameter, this would simulate a diameter of 16384 quants. Change the 16 to 64 and the same sky sphere would simulate a diameter of 65,536.
Edit: didn't properly copy/paste message from Notepad - stupid browser tabbing bug....