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Sky Cube - Do you need a Sky Box in WED #19731
11/11/03 01:21
11/11/03 01:21

A
Anonymous OP
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Anonymous OP
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Hello,
I have read through the forum but no-one has really answered the question...
Do you need to assign a sky cube in WED for the sky code to work?
sky sky_cube
{
type = <sky+6.tga>;
layer = 3;
flags = cube,visible;
}

So far i have only been able to make this work if there is a Sky box assigned in wed. Although there is a strong indication from JCL that you do not need to use a Sky box in WED, just put in the code and it will display you sky.cube.

So if you do not need to assign a Sky box in WED, how do you go about it in SED with code only?

Thanks,


-Mek

Sky Cube - Do you need a Sky Box in WED #19732
11/11/03 23:03
11/11/03 23:03
Joined: Aug 2003
Posts: 752
bredebrothers Offline
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bredebrothers  Offline
User

Joined: Aug 2003
Posts: 752
hey ho,
here´s the code:
sky my_tgasky1 {
type = <yoursky.tga>;
flags = dome,visible;
layer = 1; //dependent on the other Layers
scale_x = 4;
scale_y = 4;
speed_u = 0;
speed_v = 0;
}
_______________________________________________
but of course you need a skybox in wed

Re: Sky Cube - Do you need a Sky Box in WED #19733
11/12/03 04:41
11/12/03 04:41
Joined: Aug 2000
Posts: 7,490
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Orange Brat Offline

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Orange Brat  Offline

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Posts: 7,490
If you're using the newest 6.11.4, then here it is:

Code:
  
sky cube
{
type = <level2sky+6.tga>;
flags = cube,visible;
material = mat_sky;
}



The TGA can be any name, but it needs the "+6" on the end and it needs to be a 32-bit TGA with an all white alpha channel...if it isn't then the sky texture will blend in witht the cube texture(I don't know if this is actually required or not..I've been using cubes since before they became a part of the engine and that's how it was done). Don't forget the material line, either. Anywhere a standard sky texture appears(like on a skybox), this will appear. I have no idea if a skybox is not required, but just know that I do and have no problems.


My User Contributions master list - my initial post links are down but scroll down page to find list to active links
Re: Sky Cube - Do you need a Sky Box in WED [Re: Orange Brat] #19734
11/12/03 07:37
11/12/03 07:37

A
Anonymous OP
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Anonymous OP
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A



Hello,
Thanks for the response.
I can get the sky box to work, that was not the problem...
The question is if you can still make it work without defining a sky cube inside WED. Just with code?

Thanks,


-Mek

Re: Sky Cube - Do you need a Sky Box in WED #19735
11/12/03 23:21
11/12/03 23:21
Joined: Aug 2003
Posts: 752
bredebrothers Offline
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bredebrothers  Offline
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Posts: 752
hey ho again,
why won´t you use a skybox/cube?

Re: Sky Cube - Do you need a Sky Box in WED [Re: bredebrothers] #19736
11/13/03 00:51
11/13/03 00:51

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Anonymous OP
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Anonymous OP
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A



Hello,
Because the moment you start to use a sky box defined in WED, you are limited by the bounderies you set on it. If you want a huge playing area you are then limited.


-Mek

Re: Sky Cube - Do you need a Sky Box in WED #19737
11/19/03 11:52
11/19/03 11:52
Joined: Nov 2003
Posts: 1,257
Wade_Adams Offline
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Wade_Adams  Offline
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Posts: 1,257
My experience is no sky box no sky. For a skylight get away with a plate primitive in the area of the skylight, but in an outdoor level you are going to have to use a hollow primative of some kind(cube is the best) . All levels are limited in size so I don't get the objection to a sky cube. If you are running into a engine limitation of the cube being too big to compile I would consider breaking your level into serveral smaller levels. The frame rate will be MUCH better on an outside level. Outside levels have too many triangle to render.


Optimism is an occupational hazard of programming: feedback is the treament.
Kent Beck
Re: Sky Cube - Do you need a Sky Box in WED #19738
11/23/03 12:08
11/23/03 12:08
Joined: Jul 2000
Posts: 1,570
Windsor, CT 06095
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WildCat Offline
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WildCat  Offline
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Joined: Jul 2000
Posts: 1,570
Windsor, CT 06095
If you are concerned about running into boundries on your sky cube, simply attach an action to your sky cube so that it is always centered on the player. This way when the player moves, the sky moves with him and you can never catch up to it.

- WildCat


Visit us at [url=http://www.vertexgames.com]Vertex Games[/url]!
Re: Sky Cube - Do you need a Sky Box in WED [Re: WildCat] #19739
11/23/03 12:58
11/23/03 12:58
Joined: Nov 2003
Posts: 1,257
Wade_Adams Offline
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Wade_Adams  Offline
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Joined: Nov 2003
Posts: 1,257
WildCat lost me. How would implement a sky cube that centers on the player? You can't assign an action to a group of block such as a hollow cube. Sounds like an interesting concept though . I hate large sky boxes and it seems like if the sky box closes the area it would keep the FPS in good condition which can be difficult on an outside level.


Optimism is an occupational hazard of programming: feedback is the treament.
Kent Beck
Re: Sky Cube - Do you need a Sky Box in WED [Re: Wade_Adams] #19740
11/26/03 03:32
11/26/03 03:32
Joined: Aug 2003
Posts: 154
New Zealand
ShadowFire Offline
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ShadowFire  Offline
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Joined: Aug 2003
Posts: 154
New Zealand
Well there are more than 1 option for a nice sky:

First:
You could use the new skucube feauture as explained in AUM 31 by George, but this has a bug currently, in that your texture will be darker and somwhat "Greyed". Its being addressed in the Beta and Bug forum at the moment. Also you can only ajust the "z" tag. That means that you could only shift it up or down. You cannot rotate it as yet.

Secondly:
You could use a skycube model. With a skucube model you can ajust the vertcal posiition, move it up or down, and you can make it rotate ever so slightly. This is great in game, the sky will rotate slowly. Also the texture is rendered in full splendour.

Thirdly
You can use a Skydome model.
Same as Skycube model, but with diffirent code.

For Free Skycube models and textures or Skydomes with code to make it work, see:
3DGS User's Voice

Hope this helps
Regards
Shad



3DGS User's Voice

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