How to include a skycube into a level

Posted By: MPQ

How to include a skycube into a level - 12/31/08 18:37

As I wrote in the headline I have the problem to include a skycube in a wed level. How can I do this? (Lite-C)
Posted By: Tiles

Re: How to include a skycube into a level - 12/31/08 18:57

WED? Have a look here:

http://www.conitec.net/beta/asky_cube.htm

Map this described texture onto a hollow block, then in the block tab of the hollow block group tick the sky checkbox. Saves you the code.
Posted By: MPQ

Re: How to include a skycube into a level - 12/31/08 19:17

sorry but I didnt get what you mean...
if i use the "SKY*"-code there is always a error, can I really use it in Lite-C?
Posted By: Quad

Re: How to include a skycube into a level - 12/31/08 19:25

http://www.conitec.net/beta/aentities-intro.htm

it should be like this:

ENTITY* skycube =
{
type = "skycube+6.tga"; // the image for a backdrop scene
flags2 = SKY | CUBE | SHOW; // sky cube, visible
}
Posted By: MPQ

Re: How to include a skycube into a level - 12/31/08 19:38

Yeah in Lite-C it only works with "ENTITY*", but what means "SHOW", it doesnt work this way

My code looks like that:

function main()
{
level_load ("sky.wmb");
}


ENTITY* mountain_cube =
{
type = "blood_gorge+6.tga";
flags2 = CUBE | VISIBLE;
}

I only want to add a skycube to my level, i dont get it
Posted By: Quad

Re: How to include a skycube into a level - 12/31/08 20:08

ahh in the new version of the manual VISIBLE changed to SHOW i guess. (to prevent confusion with the flag "INVISIBLE").

yeah itd be VISIBLE. and reason you use it, when you define a entity like this, if you dont set it to visible it wont be visible.
Posted By: Tiles

Re: How to include a skycube into a level - 01/01/09 12:09

Hmm, i don't use any code. Just a hollow cube. With the told skytexture applied and with the sky checkbox checked smile
Posted By: CetiLiteC

Re: How to include a skycube into a level - 01/01/09 12:19

That's not the best way, because the Sky-Entity is dynamic and it's scaled
automatically to the size of your level!
Posted By: Davidus

Re: How to include a skycube into a level - 01/01/09 17:01

Here is the code i used:

Code:
level_load("levelname.hmp");
	wait(2);
	ent_createlayer("yourTexture1+6.bmp",SKY | CUBE | VISIBLE,0);


important: The File must have a name like "1+6" at the end,
otherwise it wont work.
The 6 means that the texture has six sides.
So you CANNOT include any pic you want as a sky picture,
the picture has to have a size of:
height : x
width : x * 6

for example, if the height of your texture is 100,
then you have a total width of 600, and every 100x100
part of your texture is meant for a different part:
front , back, left , right , up , and downside.

there are other configuration options as well,
but i only know these.

Another thing is: The Format should be considered -
bitmap should always work, and if bitmap works,
you can try other graphic formats, i've testet it,
and on some formats it looked weird.

Hope i could help you !
Posted By: MPQ

Re: How to include a skycube into a level - 01/01/09 17:29

thanks for your help, I will try the code

Edit:
Ha, yesterday the ent_create code doesnt work but today it works without any probs, thanks
Posted By: Tiles

Re: How to include a skycube into a level - 01/01/09 18:58

Quote:
That's not the best way, because the Sky-Entity is dynamic and it's scaled
automatically to the size of your level!


Hmm. What is wrong with that?
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