Author Topic: Help with Sky Mods  (Read 951 times)

tinnuvari

  • Guest
Help with Sky Mods
« on: June 08, 2016, 07:09:19 pm »
I have downloaded a galaxy sky mod. I remember reading somewhere a long time ago that it was possible to make the galaxy mod show up only at night. Is it possible? If so, where do you edit the coding?
I can't seem to figure it out, and there's nothing about it online, so I wonder if it is possible.

Offline Hakumi

  • ✩ Just A Virtuous Smol ✩
  • Honored Hero
  • *****
  • Posts: 4,835
  • Country: 00
  • Floof-O-Meter: 130
  • A Smol & Helpful Floof ~
    • leanim3fr3akzoid
    • LeAnim3Fr3akzoid
    • View Profile
Re: Help with Sky Mods
« Reply #1 on: June 08, 2016, 07:11:45 pm »
The only way I can see that happening... Is if the person was making a map and putting that sort of thing in the material file and then setting the time that way.
This is just my guess and I could be horribly wrong.

Keep on traveling across this road called 'Life.'

Discord: Haku - Haku#74O7

tinnuvari

  • Guest
Re: Help with Sky Mods
« Reply #2 on: June 08, 2016, 07:14:47 pm »
I wonder if it'd be possible to set the timing? I don't know how long the day/night cycles are, though. I know on the moon phase mod it's set to turn after a certain point of time.

Offline Hakumi

  • ✩ Just A Virtuous Smol ✩
  • Honored Hero
  • *****
  • Posts: 4,835
  • Country: 00
  • Floof-O-Meter: 130
  • A Smol & Helpful Floof ~
    • leanim3fr3akzoid
    • LeAnim3Fr3akzoid
    • View Profile
Re: Help with Sky Mods
« Reply #3 on: June 08, 2016, 07:18:14 pm »
For the game itself, maybe not(?) But for a map ( making it ) then yeah. I've been seeing some saying 3Ominutes before the cycle changes.

Keep on traveling across this road called 'Life.'

Discord: Haku - Haku#74O7

tinnuvari

  • Guest
Re: Help with Sky Mods
« Reply #4 on: June 08, 2016, 07:19:40 pm »
Okay. I will see if I can at least make a custom sky for our next map. Thank you for your help!

Offline Hakumi

  • ✩ Just A Virtuous Smol ✩
  • Honored Hero
  • *****
  • Posts: 4,835
  • Country: 00
  • Floof-O-Meter: 130
  • A Smol & Helpful Floof ~
    • leanim3fr3akzoid
    • LeAnim3Fr3akzoid
    • View Profile
Re: Help with Sky Mods
« Reply #5 on: June 08, 2016, 07:21:29 pm »
No Problem & Good Luck ~!

Keep on traveling across this road called 'Life.'

Discord: Haku - Haku#74O7

Offline Wyldercat

  • The Crimson Cryptic
  • Elder Grey Pelt
  • ****
  • Posts: 3,095
  • Country: us
  • Floof-O-Meter: 101
  • yare yare daze
    • bugbearbear
    • View Profile
Re: Help with Sky Mods
« Reply #6 on: June 09, 2016, 03:44:49 pm »
Well, you can replace the respective sky files in your FeralHeart media folder, I think, so that it appears publicly, but I'm not sure if it would be so easy as to manipulate the timing of the mod. I'm not too familiar with OGRE coding, which the game uses, but maybe if you play around with it in custom a bit, you can have some success.

Avatar by me | Signature by me
Feel to pm/whisper me if you have any questions or just want to chat.
nya

Offline Kynvuu

  • #Grimstagram
  • Elder Grey Pelt
  • ****
  • Posts: 2,538
  • Country: us
  • Floof-O-Meter: 212
  • I'm not saying that it was aliens but...
    • View Profile
Re: Help with Sky Mods
« Reply #7 on: June 09, 2016, 03:55:43 pm »
I want to say that there is a way to do this, because it's just a matter or allowing textures to appear at certain times, though I'm not entirely certain. I'll take a look at the coding for ya in a bit and see if I can come up with anything c:
On a temporary leave. Please contact other members of staff if you need assistance.

Offline Wyldercat

  • The Crimson Cryptic
  • Elder Grey Pelt
  • ****
  • Posts: 3,095
  • Country: us
  • Floof-O-Meter: 101
  • yare yare daze
    • bugbearbear
    • View Profile
Re: Help with Sky Mods
« Reply #8 on: June 09, 2016, 04:02:18 pm »
I've been looking at some scripts myself, and I'm afraid I can't isolate any particular timeset coding, or at least not one I can recognize. It looks like it might take editing the entire script.
Perhaps searching through the mod's files themselves may be worth the search.

Avatar by me | Signature by me
Feel to pm/whisper me if you have any questions or just want to chat.
nya

tinnuvari

  • Guest
Re: Help with Sky Mods
« Reply #9 on: June 09, 2016, 08:13:49 pm »
I've found a way to make it work, actually! It's in the sky.material file.

material Sky/SkyMat
{
   receive_shadows off
   technique 1
   {
      pass
      {
         lighting off
         depth_write off
         fog_override true
         fragment_program_ref Sky_PS
         {
            param_named_auto skyTop custom 1
            param_named_auto skyBot custom 2
         }
         texture_unit
         {
            texture skyMask.png
         }
      }
      pass
      {
         lighting off
         depth_write off
         scene_blend add
         fog_override true

         texture_unit
         {
            anim_texture skynebula01.png TransSky.png 1800
            scale 0.3 0.3
            tex_coord_set 0
         }
      }
   }
   technique 2
   {
      pass
      {
         lighting off
         depth_write off
         fog_override true
   
         texture_unit
         {
            colour_op_ex source1 src_manual src_manual 1 0 0 1
         }
         texture_unit
         {
            texture skyMask.png
            colour_op_ex blend_texture_alpha src_current src_manual 0 1 0 1
         }
      }
   }
}