Game Development Community

Sky Settings in Mission File

by Gordon Marsh · in General Discussion · 07/03/2006 (10:52 am) · 6 replies

Hi,

I made a similar post to this recently but thought I'd try again with some more back-to-basics questions!

I am using the fxSunLight, Sun and Sky types in my mission file.

1. How do I make it so that the sun stays constantly high in the sky, rather than lowering?

2. How do I change the grey/black clouds to very light white ones? Or indeed get rid of them altogether?

I have tried playing around with many settings including fogColor and setting MinElevation and MaxElevation to "200" - unfortunately with no success.

Thanks,

TheGords

#1
07/03/2006 (11:25 am)
1. If you want the sun to stay high in the sky, mess with the elevation and azimuth values. Elevation controls the height (with 90 always making it straight up), and azimuth is the arc it moves along relative to the elevation.

2. Look into the data/skies/ directory and either modify the existing cloud1.png or make your own. The sky_day.dml defines the skybox and clouds to be used. If you want to remove the clouds, just remove the references to cloud1 in the file (you define up to three cloud layers after the skybox definitions), or create your own .dml and load that in the Sky object in the mission editor instead.
#2
07/03/2006 (1:51 pm)
Thanks Paul. I have got the clouds to a satisfactory level now, but still can't keep the sun high in the sky! I've pretty much set everything I can see concerning elevation and azimuth to zero but still no change! Possibly there is an upper limit I should set some of these values to, but I have no idea what they would be!

Anyone have any ideas?

new fxSunLight(sunflare2) {
SunAzimuth = "0";
SunElevation = "90";
LockToRealSun = "1";
FlareTP = "1";
FadeTime = "0";
AnimAzimuth = "0";
AnimElevation = "0";
LerpAzimuth = "0";
LerpElevation = "0";
MinAzimuth = "0";
MaxAzimuth = "0";
MinElevation = "0";
MaxElevation = "0";
AzimuthTime = "0";
ElevationTime = "0";
locked = "true";
};

and;

new Sun() {
azimuth = "0";
elevation = "35";
locked = "true";
direction = "0 0 0";
Position = "0 0 0";
};

Tks,
TheGords
#3
07/03/2006 (1:59 pm)
I notice that your fxSunLight is set to LockToRealSun, and your Sun is set to elevation 35. Try setting your real sun's elevation to 90 and I bet that will fix your problem.
#4
07/03/2006 (2:43 pm)
Thanks Cliff, but I'm sorry to report it's still sinking like a lead balloon. I also tried setting LockToRealSun to 0, which also had no effect.

Also set:

MinElevation = "90";
MaxElevation = "90";

Any other suggestions????
#5
07/04/2006 (7:00 am)
Just as a follow up in the sheer hope someone can bail me out here....

From the Advanced 3D All-in-One book I have gathered that you can set SunAzimuth and SunElevation for the starting values then by setting AnimAzimuth, AnimElevation you can animate the height etc of the sun. Turning animation off doesn't help though. So, I set MinElevation = 90, MaxElevation = 100 and the AzimuthKeys = "AZ"; ElevationKeys = "AZ"; where A=min value and Z=max value. All to no avail!

So, still my sun sinks....

I am completely out of ideas now... Any help MUCH appreciated!!!
#6
07/04/2006 (7:28 am)
For those interested... Not sure if this is an error or not, but my problem has been allieviated by setting "daylength" in the celestials block to a very large number - thus sort of simulating a continuous daytime.

However, this seems to be a bit of a bodge, and as my game may be running permenantly on a server, I'd like to know how to configure for a truly permenant day time.

Any suggestions welcomed!