//you need the terrain.hmp from gamestudion folder
//you need a empty sky+6.tga with the size 3072 x512 to load
//script with sky entity cube
// for start press key C
///////////////////////////////
#include <acknex.h>
#include <default.c>
///////////////////////////////
BMAP* skyV1="#3072 x512x32";
BMAP* shotV1= "#512x512x32";
BMAP* shotV2= "#512x512x32";
BMAP* shotV3= "#512x512x32";
BMAP* shotV4= "#512x512x32";
BMAP* shotV5= "#512x512x32";
BMAP* shotV6= "#512x512x32";
ENTITY* sky_cube =
{
type = "sky+6.tga";
flags2 = SKY | CUBE | SHOW;
}
function main()
{
var i=0;
vec_set(screen_size,vector(512,512,0));
video_window(NULL,NULL,0,"SKYmaker");
vec_set(sky_color,vector(99,125,265)); // make sun light all windows98
//level_load(NULL); //for see level without terain
level_load("terrain.hmp"); // delete if you load null level
while(!key_c)wait(1);
camera.x=0;
camera.y=0;
camera.z=0;
camera.pan=0;
camera.tilt=0;
camera.roll=0;
camera.arc=90;
wait(1);
i=0;
bmap_blit(skyV1,bmap_for_screen (shotV1,0,1),vector(i,0,0),vector(512,512,1));
i+=512;
camera.pan-=90;
wait(1);
bmap_blit(skyV1,bmap_for_screen (shotV2,0,1),vector(i,0,0),vector(512,512,1));
i+=512;
camera.pan-=90;
wait(1);
bmap_blit(skyV1,bmap_for_screen (shotV3,0,1),vector(i,0,0),vector(512,512,1));
i+=512;
camera.pan-=90;
wait(1);
bmap_blit(skyV1,bmap_for_screen (shotV4,0,1),vector(i,0,0),vector(512,512,1));
i+=512;
camera.pan=270;
camera.tilt=270;
wait(1);
bmap_blit(skyV1,bmap_for_screen (shotV5,0,1),vector(i,0,0),vector(512,512,1));
i+=512;
camera.tilt=90;
wait(1);
bmap_blit(skyV1,bmap_for_screen (shotV6,0,1),vector(i,0,0),vector(512,512,1));
wait(1);
bmap_save(skyV1,"sky+6.tga");//save the sky map
wait(1);
beep();
}