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FPSC Classic Models and Media / does skymatter work in fpsc

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badger king
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Posted: 5th Mar 2006 11:01
does skymatter work in fpsc

XtS gaming company will rul the eath
Silvester
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Location: Netherlands
Posted: 5th Mar 2006 11:37
What is SkyMatter?

[href]www.freewebs.com/edromeproductions[/href]
look there for all my model packs latest updtes and other stuff!
(its not old yet)
badger king
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Posted: 5th Mar 2006 11:51
you can get it off gamecreators.com come there are 4 packs £5 each
it is a slection of skys for games do you know how to change the sky in fpsc?

XtS gaming company will rul the eath
badger king
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Posted: 5th Mar 2006 12:06
please help

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Gamz
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Posted: 5th Mar 2006 13:21
When you build game, you can change the Skybox.

/.,.\-Meh? Everyone loves fat penguins!
((_ _)) Support your local Riker 9 Chapter.
badger king
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Posted: 5th Mar 2006 13:24
thank you for the infomation can you change different levels or do they all have to be the same

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Silvester
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Posted: 5th Mar 2006 21:10
They all have the same due the fact it must be changed in the Global Script

[href]www.freewebs.com/edromeproductions[/href]
look there for all my model packs latest updtes and other stuff!
(its not old yet)
Conjured Entertainment
AGK Developer
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Location: Nirvana
Posted: 5th Mar 2006 21:24 Edited at: 5th Mar 2006 21:27
I think that SkyMatter was developed for use with DBPro.
Yes, FPSC is written in DBPro, so I think it will work.
I'm not sure if they have the same format though.
I think you have to rename some of the images or something.
Or maybe it was that the images had to be rotated 180 degrees. (or both, I can't remember)
I'm not sure, but I do remember seeing something about this question before.
Have you done a Search here in the Forums yet?
I think it will work with a little work.

Don't forget to visit Conjured Entertainment
badger king
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Posted: 5th Mar 2006 21:28
i just wanted to know so i could get it if it works

XtS gaming company will rul the eath
Conjured Entertainment
AGK Developer
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Posted: 5th Mar 2006 21:33 Edited at: 5th Mar 2006 21:40
All you are doing is texturing six sides of a box. (the inside)
You can look at the FPSC Skys that were included to know which is left, right, front, back, top, and bottom.
If the images are the same size as the originals then you can copy an existing sky's .x file.
Then just rename the images.
It will work.
I am certain of it.

Just remember that the SKY folder and the SKY.x file have to be 3 characters.
Just like the ones included with FPSC.
Don't name them longer or it might crash.
Put it in the SKYBANK path too.

I haven't done this yet, but I've been wanting to.
I'm going to dig out my camera and make a skybox this week.
Any six images will due if there are saved properly. (ie right size and format)

Don't forget to visit Conjured Entertainment
=ChrisB=
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Posted: 5th Mar 2006 21:40
YOu can have multiple skyboxes, its easy!
badger king
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Posted: 5th Mar 2006 21:41
how

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Conjured Entertainment
AGK Developer
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Posted: 5th Mar 2006 21:51 Edited at: 5th Mar 2006 21:53
Hasn't someone written a tutorial on this subject?

If not, I would be happy to write one in exchange for SkyMatter. (hints @ TGC)

I need one of those red skys for my "L'Inferno".

Don't forget to visit Conjured Entertainment
badger king
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Posted: 5th Mar 2006 21:53
i dont have it

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Conjured Entertainment
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Posted: 5th Mar 2006 21:54 Edited at: 5th Mar 2006 22:05
NO NO NO!

I didn't mean it like that.

I meant from TGC. (the legal way)

If they supplied me a free copy of SkyMatter, then I would supply the FPSC Community with a Free tutorial on using it with FPSC. Even better, I could do the conversions so each SkyMatter Pack would have an FPSC compatible version.

Don't forget to visit Conjured Entertainment
badger king
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Posted: 5th Mar 2006 21:56
oh sorry it is just some many people thing the illegal way

XtS gaming company will rul the eath
Conjured Entertainment
AGK Developer
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Posted: 6th Mar 2006 05:37 Edited at: 6th Mar 2006 05:48
SkyMatter does work with FPSC.

I downloaded the Trial SkyMatter texture and tried it.
I created a new FPSC SkyBox called "dud". (shouldn't conflict with anything)
Here's how you rename the stuff...


neg_x.bmp = dud_F.tga

neg_y.bmp = dud_D.tga

neg_z.bmp = dud_R.tga

pos_x.bmp = dud_B.tga

pos_y.bmp = dud_U.tga

pos_z.bmp = dud_L.tga


Notice I converted the BMP files into TGA files using Irfanview.
Make sure the F for Front, and D for Down, R for Right, and so on, are all CAPS.
The name itself is kept all lowercase.

Create a folder named Dud to keep all of the new TGA files in. (notice it starts with a cap)
Make sure you put that in the skybank path in FPSC. (I even made a user subfolder too)

Now we are ready to copy one of the existing sky's .X files.
Paste it in the new folder you created so it resides with the new TGA files.
Now, rename the X file to dud.X. (same as the images' prefixes)

Now the last step is to call the proper textures in the X file.
Open the dud.X in wordpad or your favorite ascii text editor.
You will see the old path names in the first six sections of code.
Change them to read for your new texture like so...

TextureFilename {
"dud_D.tga";
}

Notice that the _D is already there. Just change the prefix for those six paths and you are done.
Save it, and you are ready to fire up FPSC and see your new sky!

I guess all of the Skys in SkyMatter are in the same format as the download.
So, that key above should work for any of them.

Have fun!

Don't forget to visit Conjured Entertainment

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