@Coffeycup: this one does look wild indeed! But yes, even simpler skies could benefit from subtle moving clouds and the likes

The frame limit is still there too. What you see here (even though interlaced in a FLIC) is made of 8 frames, you can imagine what's possible with more frames!
While C2 really wants 256² horizon textures, C1 doesn't care much and accept larger textures (even in Glide!). The one from the video is around 450x200 I think.
@Harm: It's the thread in /wsg/ (
this one if it's still up,
more here) that gave me the idea. You know how fond I am of oldschool games and pixelart and I thought this feature would be a real nice addition in C1! I had a look at the skybox material and it turned out to always be HORIZON.MAT. Just had to mess with it.
And yes, it offers a good way to visually support/enhance a race's setting :) It makes thunderlights really easier to achieve than relying on mini sfx volumes for example.
Now I actually wonder if it'd be possible to apply a lollipop on the skybox. It'd require finding the name of the actor, but that would allow us to have fixed backgrounds, which can be interesting as well!
A flic funk looks like this (only for C1):
Code: Select all
HORIZON.MAT
constant
no effect
no lighting
flic
accurate
YOUR_SKY.FLI
and a frame funk like this (C1 and C2):
Code: Select all
HORIZON.MAT
constant
no effect
no lighting
frames
accurate
continuous
4
3
UR_SKY_1.PIX
UR_SKY_2.PIX
UR_SKY_3.PIX
It is important to set a horizon pixelmap anyway (or the game won't apply a material). With a flic, I think having said pixelmap the same size as the flic is important as glide mode tends to load the pixelmap first (and thus adjust to its size) and then overlay with the flic.