// // Placeholder outdoor sky texture // // Modified by GoliathVT on Dec 28, 2004 // The sky texture will now fade according // to night and day cycles table skyFadeOutTable { { .75, 0 } } table skyFadeInTable { { 0, .75 } } // FIXME! // // There's a bit of a bug with this implementation // when the user speeds up the time to 20X... // the sun/moon orbit will become out of sync with // the engine time (which controls the traversal of // the lookup table) so at times, the sky may // not fade at exactly the right time... textures/euro/skies/njmsky { qer_editorimage env/njmsky_up.tga noFragment noshadows noimpact forceOpaque { if (Parm11 == 0) // stay day blend add cameraCubeMap env/njmsky texgen skybox rgb .75 } { if (Parm11 == 1) // fade to night: // fade out day sky blend add cameraCubeMap env/njmsky texgen skybox rgb skyFadeOutTable[ (time * Parm10) ] alpha skyFadeOutTable[ (time * Parm10) ] } { if (Parm11 == 1) // fade to night: // fade in night sky blend add cameraCubeMap env/njmskynight texgen skybox rgb skyFadeInTable[ (time * Parm10) ] alpha skyFadeInTable[ (time * Parm10) ] } { if (Parm11 == 2) // stay night blend add cameraCubeMap env/njmskynight texgen skybox rgb .75 } { if (Parm11 == 3) // fade to day: // fade out night sky blend add cameraCubeMap env/njmskynight texgen skybox rgb skyFadeOutTable[ (time * Parm10) ] alpha skyFadeOutTable[ (time * Parm10) ] } { if (Parm11 == 3) // fade to day: // fade in day sky blend add cameraCubeMap env/njmsky texgen skybox rgb skyFadeInTable[ (time * Parm10) ] alpha skyFadeInTable[ (time * Parm10) ] } } // EOF