If this flag is set, the sky sprite texture is tiled and projected vertically
onto an imaginary sky dome at all places where a sky texture is assigned to a
surface in the map. Due to the vertical projection, only the upper part of the
sky is undistorted - the horizon must be rendered with a different sky element.
The 'steepness' of sky domes can be set through the global sky_curve variable.
The speed of the cloud layers can be set through the u and v parameters.
Sky domes can be used for stars or for layers of moving clouds,
using the u/v parameters for the cloud layer speed
. The scale of the texture is given by
the scale_x parameter. The texture must be a power
of two in size, and edges must match seamlessly.
(flags2, sky definition only)
In WED, you can use a sky image from a 2 frames sprite with a '+' in the image name (see image below); they are then displayed one over each other as cloud layers. By script, define every layer as a separate sky entity.
ENTITY* skyClouds =
type = "skyblue.tga";
layer = 3;
scale_x = 0.25;
tilt = -10;
u = 1.5;
v = -1.0;
flags2 = SKY | DOME | SHOW;
ENTITY, type, layer, CUBE, SCENE, u,v, ent_createlayer,
sky_blend, sky_clip, sky_curve