Hi,
I downloaded the pack and copied the sky setup from your post just before the main loop and it works fine confused



Code:
#include <acknex.h>
#include "shared.c"

var ParticleSmoothness = 200;

BMAP* rttDepth;					

MATERIAL* mDepth= {	
	effect = "depth.fx";				
	flags = AUTORELOAD | PASS_SOLID;}		

MATERIAL* mSoftParticle = {
	effect = "SoftParticle.fx";
	flags = AUTORELOAD;}

VIEW* vDepth = {					
	material = mDepth;
	aspect = -1;		
	flags = SHOW | NOFLAG1;}

function particle();

function main() {

	video_set (sys_metrics(0),sys_metrics(1),32,1);
//	video_set (700,700,32,0);fps_max=60;
	level_load (null);

	rttDepth = bmap_createblack(screen_size.x,screen_size.y,14);
	vDepth.bmap = rttDepth;

	you = ent_create ("what_is_it.mdl",nullvector,null);

	camera.x	= -2000;
	camera.z	= 2000;
	camera.tilt	=-45;
	
	ENTITY *sky_ent = ent_createlayer(SPHERE_MDL,  SHOW | SKY | CUBE, 1);
	vec_fill(&sky_ent->scale_x, (camera->clip_far * 0.99) / 16);
	sky_ent->material = mtl_create();
	sky_ent->material->skin1 = bmap_create("skycube+6.tga");
	bmap_to_cubemap(sky_ent->material->skin1);
	effect_load(sky_ent->material, "sky.fx");
	sky_ent->material->skill1 = floatv(1.6);

	while (1) {

	vec_set (vDepth.x,camera.x);
	vec_set (vDepth.pan,camera.pan);

	if (random(10) > 9) ent_create ("particle.tga",nullvector,particle);

	ParticleSmoothness += sign(mickey.z) * 50;
	ParticleSmoothness = clamp(ParticleSmoothness,0,1000);
	mSoftParticle.skill1 = floatv(ParticleSmoothness);

	wait(1);}}

function particle() {

	my.roll		= 1;
	my.alpha	= 100;
	set(my,PASSABLE | TRANSLUCENT | FLAG1 | BRIGHT);
	my.material = mSoftParticle;

	vec_scale (my.scale_x,random(4)+1);

	my.x	=-1024;
	my.y	= random(2048)-1024;
	my.z	= random(512) - 256;

	my.red = random(255);
	my.green = random(255);
	my.blue = random(255);

	while (my.x < 1000) {

	my.alpha = minv(100,1000 - abs(my.x));
	my.x += 5;

	wait(1);}
	ent_remove (me);}

PANEL* pHelp = {

	digits (  0, 0,"WASD:",font,1,0);
	digits (100, 0,"move camera",font,1,0);
	digits (  0,15,"mouse wheel:",font,1,0);
	digits (100,15,"change smoothness (%0.0f)",font,1,ParticleSmoothness);

	flags = SHOW | OUTLINE;}



edited__________________

maybe you needed to align the sky sphere with the camera?

Last edited by txesmi; 11/05/18 17:57.