Defines a six sided environment cube from a 6-frames sky sprite.
(flags2, sky definition only)
- The sides of the sky cube are drawn at a distance of Camera.clip_far
from the viewer. The sky z parameter can be used to move the cube up and down.
The x, y, angle, and scale parameters are ignored.
- The sprite image must consist of 6 adjacent square frames in the following
order: west, north, east, south, down, up. Thus its file name must end with
'+6' and its width must be six times larger than its height. Each frame
must be a power of 2 in size, like 512x512. The frames must be tiled in
a way that they can be wrapped around a cube.
- Compressed images (DDS) don't support frames and thus can
not be used for sky cubes.
This restriction does not apply for A7.7 or above.
A lot of sky images can be found at game artwork pages (such as http://1000skies.com/)
The sky sprite image can be put together by adding the single cube images
in the order bk, rt, ft, lf, dn, up from left to right.
Sky cube images can also be assigned to the sky box in WED, and are then automatically rendered with the CUBE flag.
ENTITY* mountain_cube =
type = "mountains+6.tga";
flags2 = SKY | CUBE | SHOW;
layer = 2;
z = 30; // move 30 pixels upwards
DOME, SCENE, ent_createlayer