It still doesn't work. Have you seen the project. I defined the scene flag in a sky definition and it still doesn't work at all.
Edit: This is how I have the sky defined:
Code:
sky skysphere // define the sky object - only works if a block with a sky texture is given
{
layer = 3; // pick a number, any number (or is it card?)
flags = scene, visible; // scene flag - puts this object in the back end of the Z-buffer to make it infinitely distant
}
Then in the action, I have this:
Code:
action scaled_sky
{
proc_late(); // required to prevent odd effects from occurring
my.skill1 = 16; // change this to the scaling value you want - at 64, the area becomes 64 times larger than the model and at 4, it becomes 4 times larger than the model
skysphere = me;
while (!skysphere) // wait until pointer is valid
{
wait(1);
}
while(1)
{
my.x=camera.x/my.skill1*(my.skill1-1);
my.y=camera.y/my.skill1*(my.skill1-1);
my.z=camera.z/my.skill1*(my.skill1-1);
/*
my.x = 4/camera.x; // play with the 16 and see what effect it has.
my.y = 4/camera.y; // at 64, the sky sphere should be 4 times bigger than with this
my.z = 4/camera.z; // at 4, the sky sphere should be 4 times smaller than this and 16 times smaller than if 64
*/
wait(1);
}
}
The scene flag still does not work.