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Had a Skycube once, but now is a No-Show
#89246
09/09/06 17:31
09/09/06 17:31
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Joined: Aug 2003
Posts: 73 Newport, N.C.
David
OP
Junior Member
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OP
Junior Member
Joined: Aug 2003
Posts: 73
Newport, N.C.
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I had a skycube show up on my scene last week, but I had to redo my folders and re-build the level and now I can't get the skycube to show up.
I have something wrong.
Can someone look over these scripts and spot where problem is??
If problem not in them, then where?
Most of these are unchanged templates from the Template_6 folders.
//////////////////////////////////////////////////////////////////////// // A6 main wdl: // Created by WED. ////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////// // The PATH keyword gives directories where template files can be found. path "C:\\Program Files\\GStudio6\\template_6"; // Path to A6 templates directory path "C:\\Program Files\\GStudio6\\template_6\\code"; // Path to A6 template code subdirectory path "C:\\Program Files\\GStudio6\\template_6\\images"; // Path to A6 template image subdirectory path "C:\\Program Files\\GStudio6\\template_6\\sounds"; // Path to A6 template sound subdirectory path "C:\\Program Files\\GStudio6\\template_6\\models"; // Path to A6 template model subdirectory
///////////////////////////////////////////////////////////////// // Filename of the starting level. string level_str = <porch1.WMB>; // give file names in angular brackets ////////////////////////////////////////////////////////////
sky cube5 { type=<skycube5+6.tga>; flags=cube,visible; layer=2; z=0; }
//////////////////////////////////////////////////////////////////////////// // Included files include <gid01.wdl>; // global ids include <display00.wdl>; // basic display settings include <plSelect.wdl>; include <levels00.wdl>; include <cameraTarget.wdl>; include <miscInput01.wdl>; include <plBipedInput01.wdl>; include <bipedPhy01.wdl>; include <bipedAnim01.wdl>; include <bipedSnd01.wdl>; include <plBiped01.wdl>; include <trigger00.wdl>; include <door01.wdl>; include <cameraSelect.wdl>; include <camera1stPerson01.wdl>;
///////////////////////////////////////////////////////////////// // Desc: The main() function is started at game start function main() { // set some common flags and variables // freeze all entity functions freeze_mode = 1; // no level has been loaded yet... gid01_level_state = gid01_level_not_loaded;
// entry: Warning Level (0,1, or 2) // entry_help: Sets sensitivity to warnings (0 = none, 1 = some, 2 = all). warn_level = 2; // announce bad texture sizes and bad wdl code
// entry: Starting Mouse Mode (0, 1, or 2) mouse_mode = 0;
// wait 3 frames (for triple buffering) until it is flipped to the foreground wait(3);
// now load the level level_load(level_str);
wait(2); // let level load // level should be loaded at this point... gid01_level_state = gid01_level_loaded;
//+++ load starting values
// un-freeze the game freeze_mode = 0;
// save start of game here wait(6); // allow time for functions that wait for "gid01_level_loaded" to load file_delete("start0.SAV"); // remove any old savefile wait(1); if( game_save("start",0,SV_ALL) <= 0) { diag("\nWARNING! main - Cannot save 'start' of level (ignore on restarts)."); } else { diag("\nWDL: main - Game 'start' saved."); }
// main game loop while(1) { if(gid01_level_state != gid01_level_loaded) { freeze_mode = 1; // pause the game while(gid01_level_state != gid01_level_loaded) { wait(1); } freeze_mode = 0; // resume the game } wait(1); }
}
// Desc: this is the function used to restart the game. function main_restart_game() { // wait 3 frames (for triple buffering) until it is flipped to the foreground wait(3);
// freeze the game freeze_mode = 1;
if( game_load("start",0) <= 0) { diag("\nWARNING! main_restart_game - Cannot load 'start' of level."); } else { diag("\nWDL: main_restart_game - Game 'start' loaded"); }
// un-freeze the game freeze_mode = 0; }
// Desc: this is the function used to quit the game. function main_quit() { //+++ // save global skills & strings exit; }
///////////////////////////////////////////////////////////////// // The following definitions are for the pro edition window composer // to define the start and exit window of the application. WINDOW WINSTART { TITLE "3D GameStudio"; SIZE 480,320; MODE IMAGE; //STANDARD; BG_COLOR RGB(240,240,240); FRAME FTYP1,0,0,480,320; // BUTTON BUTTON_START,SYS_DEFAULT,"Start",400,288,72,24; BUTTON BUTTON_QUIT,SYS_DEFAULT,"Abort",400,288,72,24; TEXT_STDOUT "Arial",RGB(0,0,0),10,10,460,280; }
/* no exit window at all.. WINDOW WINEND { TITLE "Finished"; SIZE 540,320; MODE STANDARD; BG_COLOR RGB(0,0,0); TEXT_STDOUT "",RGB(255,40,40),10,20,520,270;
SET FONT "",RGB(0,255,255); TEXT "Any key to exit",10,270; }*/
///////////////////////////////////////////////////////////////// //INCLUDE <debug.wdl>;
////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////// ///////////////////THE DISPLAY00 WDL FILE //////////// ////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////
ifndef display00_wdl; define display00_wdl;
// ver: 2 // date: 040505
// title: Display // image: display.pcx /* help: The display represents the screen that all windows are rendered to. */
// needs: gid01.wdl
// prefix: display00_ // idcode: 00A
//---------------------------------------------------------------------- // section: General Settings
// entry: Screen Resolution // entry_help: Set the initial screen resolution. // entry_help: Note: Some resolutions may not be available on all video cards. // entry_help:or for all versions of GStudio. // entry_help: 1 - 320x200, 2 - 320x240, 3 - 320x400, 4 - 400x300, // entry_help: 5 - 512x384, 6 - 640x480, 7 - 800x600, 8 - 1024x768 // entry_help: 9 - 1280x960, 10 - 1400x1050, 11 - 1600x1200 // cntl: spin 1 11 1 // id: 1 var video_mode = 7; // 800x600
// entry: Color Depth // entry_help: Video color depth. Can be set to 16 (high-color) or 32 (true-color) // cntl: spin 16 32 16 // id: 2 var video_depth = 16; // 16bit high-color
// entry: Force Full/Window? // help: Force display to fullscreen (1) or windowed (2), or leave unchanged (0) // cntl: spin 0 2 1 // id: 3 define display00_force_window_full_const = 0;
// entry: Watermark Loc // help: Select the corner where the watermark will appear. // help:(0-off, 1-4 select corner) // cntl: spin 0 4 1 // id: 4 var logo = 0;
//---------------------------------------------------------------------- // section: Limits
// entry: Max Entities // help: Set the maximum number of entities. // cntl: spin 0 x x // id: 5 var max_entities = 1000;
// entry: Max Particles // help: Set the maximum number of Particles // cntl: spin 0 x x // id: 6 var max_particles = 2000;
//---------------------------------------------------------------------- // section: Frames Per Second (FPS)
// entry: FPS MAX // help: Maximum frame per second (FPS) // help: Note! TIME correction may not work at very high frame rates! // cntl: spin 1 x 1 // id: 7 var fps_max = 60;
// entry: FPS MIN // entry: Minimum frame per second (FPS) // cntl: spin 1 x 1 // id: 8 var fps_min = 5;
// enable: FPS Lock // help: Lock time step to maximum frame per second (FPS) // id: 9 // var fps_lock = ON;
//---------------------------------------------------------------------- // section: Lighting
// entry: Max Dynamic // entry_help: Gives the maxium number of dynamic lights (including the sun) that // entry_help: can be active at the same time (Range: 2..8). // cntl: spin 2 8 1 // id: 10 var max_lights = 8;
// enable: Dynamic Sun? // help: Use directional light for sun? // help: Note: This will use one of the dynamic lights. // id: 11 var sun_light = 1;
//---------------------------------------------------------------------- // section: Shadow
// entry: Shadow Offset // help: Set the distance that entity shadows are offset from the floor // id: 12 var shadow_offset = 2.5;
// enable: Stencil Shadow // help: Stencil shadows 'bend' around corners, and objects cast shadows on themselves. // id: 52 var shadow_stencil = on;
//---------------------------------------------------------------------- // section: Entity Display Settings
// entry: Floor Range // help: Set the range within which the light value of a entity is effected. // cntl: spin 0 x 1 // id: 13 var floor_range = 1000;
// enable: Disable Trans. Sort // help: (Advanced) Disable sorting of transparent entities // id: 14 // var d3d_entsort = 0;
// enable: Share textures? // help: (Advanced) Make map entities share texture with level and each other. // id: 15 var tex_share = 1;
//---------------------------------------------------------------------- // section: Mouse
// entry: Mouse Icon // help: Set the look of the windows mouse pointer when over the application window. // entry_help: 0: The mouse pointer is always switched off over the window. // entry_help: 1: The mouse pointer is switched off when mouse_mode is activated // entry_help: and a mouse_map is set, otherwise it's a hand. // entry_help: 2: Like 1, but the mouse pointer is the standard arrow. // entry_help: 3: Like 1, but the mouse pointer is a crosshair. // entry_help: 4: Like 1, but the mouse pointer is a hourglass. // cntl: spin 0 4 1 // id: 20 var mouse_pointer = 0; // turn off mouse pointer
//---------------------------------------------------------------------- // section: Advanced Settings
// entry: Anisotopy // help: Maximum level of anisotopy (0 - off) // help: Used to help eliminate distortion in textures whose surfaces // help:are oriented with respect to the screen plane. // help: Set to a value greater than 1.0 to activate. // id: 21 var d3d_anisotropy = 0;
// enable: Force Triple Buffer? // help: (Advanced) Force triple buffering? // id: 22 // var d3d_triplebuffer = 1;
// enable: Force VSync // help: (Advanced) Force vertical sync? // id: 24 // var d3d_vsync = 1;
// enable: Disable Mipmapping // help: Deactivate mipmapping // id: 26 // var d3d_mipmapping = 0;
// entry: Mipmap dist (flat) // help: Set the relative distance for switching mipmap textures on flat surfaces // id: 27 var mip_flat = 1.5;
// entry: Mipmap dist (shaded) // help: Set the relative distance for switching mipmap textures on shaded surfaces // id: 28 var mip_shaded = 1.0;
// enable: Adv. Light Res? // help: Improve light resolution // id: 29 // var d3d_lightres = 1;
// enable: Monochrome? // help: Disable color lights // id: 30 // var d3d_monochrome = 1;
// entry: Video mem reserve // help: (Advanced) Set the amount of video memory reserved for non-managed textures. // help:Use a negative value to let 3DGS set the memory reserve for you (recommended). // id: 31 define display00_texture_reserve_const = -1;
// entry: Detail pixel num. // help: Set the number of detail pixels per terrain surface pixel. // id: 32 var detail_size = 4;
// An array of bit-encoded fields which tell which, if any, camera is //currently assigned to update a particular camera. // Index: 0:main view, 1-4: sub views 1-4 var display_active_camera_vec[5];
// Count of the number of active views // default to just the main view (1) var display_active_views = 1;
//---------------------------------------------------------------------- // section: Clip Ranges
// entry: Clip Factor // help: Multiplier for the clipping range or world (BSP) polygons. // help: Example: A value of 2 would clip world polygons at twice // help:the distance as object polygons. // id: 40 var clip_factor = 2.0;
// entry: Clip Particles // help: Multiplier for the clipping range of particles. // help: Example: A value of 0.5 would clip particles at half the // help:distance as object polygons. // id: 41 var clip_particles = 0.5;
// entry: Clip Size // help: Minimum number of pixels a polygon must cover before being clipped. // help: Example: a value of 0.5 would clip polygons whose size is less // help:than half a pixel. // id: 42 var clip_size = 0.5;
// function_help: Init display values // Init values // Update views using assigned update functions starter Display00_Init() { diag("\nWDL-Loaded:display00.wdl"); // Init display
// entry: Near Camera clip // help: Reduce this value if you can see through near objects // cntl: spin 1 x 1 // id: 43 camera.clip_near = 10;
// entry: Far Camera clip // help: Increase this value if objects vanish too soon. // cntl: spin 1 x 1 // id: 44 camera.clip_far =50000;
// force a switch on the video modes if display00_force_window_full_const is set if(display00_force_window_full_const != 0) { video_switch(0,0,display00_force_window_full_const); }
//---------------------------------------------------------------------- // section: Background Color
// entry: Red // help: Set background color's red component. // help: Note: if all three components are set to 0, no background color is drawn. // cntl: spin 0 255 1 // id: 45 bg_color.red = 1; // entry: Green // help: Set background color's green component. // help: Note: if all three components are set to 0, no background color is drawn. // cntl: spin 0 255 1 // id: 46 bg_color.green = 1; // entry: Blue // help: Set background color's blue component. // help: note: if all three components are set to 0, no background color is drawn. // cntl: spin 0 255 1 // id: 47 bg_color.blue = 1;
// force texture reserve if display00_texture_reserve_const is set if(display00_texture_reserve_const >= 0) { if (d3d_texreserved ) { // reserve the amount asked for or half the amount available (whichever is less) d3d_texreserved = min(display00_texture_reserve_const,d3d_texfree/2); } }
//---------------------------------------------------------------------- // section: Fog Settings
// entry: Fog color Index // entry_help: Select the fog color from the Map Prop panel in WED. // cntl: spin 0 5 1 // id: 52 fog_color = 2;
// entry: Fog Start // help: Percent of clip_range until fog start // help: There won't be any fog closer than fog_start // id: 50 camera.fog_start = 50; camera.fog_start /= 100; if(camera.fog_start < 0) { camera.fog_start = 0; }
// entry: Fog End // help: Percent of clip_range until fog end // help: The world will be all foggy beyond fog_end // id: 51 camera.fog_end = 80; camera.fog_end /= 100; if(camera.fog_end < 0) { camera.fog_end = 0; }
camera.fog_start = camera.fog_start * camera.clip_far; // fog at 80% of clip_range camera.fog_end = camera.fog_end * camera.clip_far; // fog till 90% of clip_range }
endif;
////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////
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Re: Had a Skycube once, but now is a No-Show
[Re: David]
#89247
09/10/06 03:54
09/10/06 03:54
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Joined: Sep 2006
Posts: 94 Sunbury Victoria, AU
Shaque
Junior Member
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Junior Member
Joined: Sep 2006
Posts: 94
Sunbury Victoria, AU
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Maybe the sky map is too low to see. Try adding a negative tilt to the sky map and adding the overlay flag:
sky cube5 { type=<skycube5+6.tga>; flags=cube,visible,overlay; tilt=-10; layer=2; z=0; }
I don't claim to be an expert, so I don't know what the z means, but that's how mine works. I hope that helps.
Knowledge is a right, wisdom is a choice.
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Re: Had a Skycube once, but now is a No-Show
[Re: Grimber]
#89249
09/10/06 12:36
09/10/06 12:36
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Joined: Aug 2003
Posts: 73 Newport, N.C.
David
OP
Junior Member
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OP
Junior Member
Joined: Aug 2003
Posts: 73
Newport, N.C.
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GRIMBER, You are correct, the Z is for elevation, but what exactly do you mean by not placing a skybox? I have a box that encompasses my entire level and I put a low count texture on it. The skycube texture is in the folder with my level and it is in the "Images" folder and I even added it to my TEXTURES WAD. At first I thought you meant a "skybox" was a SPRITE or PREFAB or Something under Objects Tab, but that can't be, no such thing there. So, what do you mean by "skybox", if it is not the hollow box I have my level enclosed in?
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Re: Had a Skycube once, but now is a No-Show
[Re: David]
#89250
09/10/06 15:08
09/10/06 15:08
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Joined: Mar 2006
Posts: 724 the Netherlands
Frits
User
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User
Joined: Mar 2006
Posts: 724
the Netherlands
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Have you set Sky in Properties --> tab <blocks> from the surrounding box?
Regards, Frits
I like to keep scripting simple, life is hard enough as it is. Regards, Frits
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Re: Had a Skycube once, but now is a No-Show
[Re: David]
#89252
09/11/06 07:26
09/11/06 07:26
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Joined: Mar 2006
Posts: 724 the Netherlands
Frits
User
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User
Joined: Mar 2006
Posts: 724
the Netherlands
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Glad I could help.
Regards, Frits
I like to keep scripting simple, life is hard enough as it is. Regards, Frits
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