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Araknuum wrote:
"The skyboxes in DS2 are actually placed around the character and moves with them."

Then it's the exact way I'd like it to work. can the skybox art change with mood? Would it be possible to make a skybox that is a picture of distant terrain, that clarifies and "moves closer" by changing the art as you approach? with high enough frustrum and careful mapping and mood transitions, you could lend the illusion of distance traveled and be able to see your destination in the distance, until you were there. DS stitches many regions by funneling you into a narrow transfer between them. This concept could work, and could be coupled with strategic transfers and occlusions of the scenery to create a massive boost in the player's sense of immersion and progress. Can skyboxes be animated? What about time of day based mood changes? Oh man... What if we could put a sun in the sky that rose and set, or clouds that moved? Animating Skyboxes or just changing moods with a sequence of skyboxes, that could get technical, and certainly the art has to be created, maybe with pics of those distant regions taken from the editor?


Yes you can change the skyboxes simply by changing moods. That's in DS2. Looking at mood_manager.skrit between the two games, most functions are the same except DS1 lacks Mood.GetActiveSkyboxGo () and Mood.SetActiveSkyboxGo components.

I doubt skyboxes could be animated but the mood could be changed in a region so it would show a daylight skybox one time when a player entered it and a night time skybox some other time.

As for being able to see where your going and your destination, it could be possible.

The difficulty in finding the pyramids in DS1 could be a thing of the past.

The above image was with a frustrum set at 300. I tested it to 400 whereby you could see the pyramids from the edge of the region. However I do stress that this is with minimal objects in the region and no action.