well, i finally got a sky sphere to work. but i want the fog to be roughly 50-100 units inside the edge of the sphere. but i have everything set up for the fog, but there is no fog! on my other project, when i tried to have a sky sphere, i had fog on but i couldn't see my sphere. does the sky sphere obscure the fog? here's my code.
#include "LoadMatrix.dba"
sync on
sync rate 0
hide mouse
fog on : fog distance 200
fog color RGB(128,128,128)
backdrop on : set camera range 1,2000
Rem *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Rem !!!!!! VERY VERY IMPORTANT !!!!!!
Rem Please copy the following DIM statements into your program for the
Rem LoadMatrix call, EVEN IF YOU DON'T USE THEM!
Dim BigMatrix(600,600,1)
Dim StartLoc_X(1): Dim StartLoc_Z(1)
im Info(2)
Dim TArrayX(1): Dim TArrayZ(1): Dim FKey(10,1)
Dim ColData(100): Dim ZoneData(100): Dim Tiles(500,500)
Dim OverTexture$(100): Dim OverName$(20): Dim ReplaceTex(100)
Dim MOffsetX(25): Dim MOffsetY(25)
Dim MWire(20): Dim MGhost(20): Dim Lock(20)
Dim MatX#(20): Dim MatY#(20): Dim MatZ#(20)
Dim MatWidth#(20): Dim MatHeight#(20)
Dim TilesX(20): Dim TilesZ(20)
Dim MatHi#(20): Dim MatLo#(20)
Rem *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
`load level
LoadMatrix("EXILE",1)
gosub water
gosub sky
position camera 8200,10,9330
`main
do
fps# = screen fps()
set cursor 0,0
print x#
print y#
print z#
print fps#
gosub player_movement
`make the sky follow the camera
position object 1,camera position x(),camera position y(),camera position z()
sync
loop
water:
load image "water.jpg",1
a = 500
b = 501
c = 502
d = 503
`make the lake
make matrix a,4600,4600,40,40
prepare matrix texture a,1,2,2
set matrix texture a,1,1
ghost matrix on a
position matrix a,2600,-55,0
`make the river
make matrix b,2500,5000,40,40
prepare matrix texture b,1,2,2
set matrix texture b,1,1
ghost matrix on b
position matrix b,6000,-55,4600
`make the waterfall
make object plain c,210,210
texture object c,1
ghost object on c
position object c,8210,-51,9336.23
xrotate object c,65
make object plain d,125,250
texture object d,1
ghost object on d
position object d,8233,70,9515
xrotate object d,45
yrotate object d,357
return
player_movement:
rem mouse control for camera
position mouse 320,240
cx#=wrapvalue(cx#+mousemovey() )
cy#=wrapvalue(cy#+mousemovex() )
cz#=wrapvalue(cz#+mousemovez() )
Rem Rotate camera
if cx#>270
if cx#-270 > 90 then cx#=270
else
if cx# > 90 and cx#-270
You're ate up like a soup sandwich.