The unnofficial "fat_walrus needs help" topic

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fat_walrus

RE: clean munge...

Post by fat_walrus »

Oh yes, I did get it working. My sky file looks like this:

SkyInfo()
{
Enable(1);

FogColor(203,201,203);
FogRange(100.0, 1000.000000);

PS2()
{
NearSceneRange(0.5, 200.000000, 270.000000);
NearSplitScreenRange(1.000000, 140.000000, 200.000000);
FarSceneRange(800.000000);
}
PC()
{
NearSceneRange(90.0, 250.0, 120.0, 300.0);
FarSceneRange(400.000000, 1400.0);
}
XBOX()
{
NearSceneRange(0.5, 200.000000, 270.000000);
NearSplitScreenRange(1.000000, 200.000000, 270.000000);
FarSceneRange(800.000000);
}
}


SunInfo()
{
Angle(140.000005, -10.000011);
Color(120, 120, 120);
Texture("");
Degree(90.000011);
BackAngle(180.000022, 0.000000);
BackColor(128, 128, 128);
BackDegree(0.000000);
}

DomeInfo()
{
Texture("SKY_Hoth.tga");
Angle(190.000005);
Ambient(128.000038, 128.000038, 128.000038);
Softness(1);
SoftnessParam(60);

PC()
{
//TerrainBumpDetail("hoth_bump", 1.0, 0.3);
}
XBOX()
{
//TerrainBumpDetail("hoth_bump", 1.0, 0.3);
}

DomeModel()
{
Geometry("hoth_sky_dome");
}
DomeModel()
{
Geometry("geo_sky_dome_rim");
Offset(0.0);
MovementScale(0.995);
}
PS2()
{
DomeModel()
{
Geometry("hoth_mountain_2");
Offset(70.0);
MovementScale(0.995);
}
}
DomeModel()
{
Geometry("geo_sky_dome_2");
Offset(0.0);
MovementScale(0.995);
}
DomeModel()
{
Geometry("hoth_cannon");
Offset(28.0);
MovementScale(0.995);
}
DomeModel()
{
Geometry("geo_sky_explosions");
rotationspeed(0.003, 0,1.0,0);
Effect("spa_sfx_skydomeexplosions", "hp_sky_1", 1.0);


Effect("spa_sfx_skydomeexplosions", "hp_sky_4", 1.0);
Effect("spa_sfx_skydomeexplosions", "hp_sky_5", 1.0);

Effect("spa_sfx_skydomeexplosions", "hp_sky_7", 1.0);
Effect("spa_sfx_skydomeexplosions", "hp_sky_8", 1.0);
Effect("spa_sfx_skydomeexplosions", "hp_sky_9", 1.0);
Effect("spa_sfx_skydomeexplosions", "hp_sky_10", 1.0);
Effect("spa_sfx_skydomeexplosions", "hp_sky_11", 1.0);
Effect("spa_sfx_skydomeexplosions", "hp_sky_12", 1.0);

Effect("spa_sfx_skydomeexplosions", "hp_sky_14", 1.0);
Effect("spa_sfx_skydomeexplosions", "hp_sky_15", 1.0);


}
DomeModel()
{
Geometry("fel1_sky_clouds1");
rotationspeed(0.002, 0,1.0,0);


}
LowResTerrain()
{
Texture("hoth");
PatchResolution(6);
}
}

//Big rep flyer
SkyObject()
{
Geometry("rep_fly_assault_DOME");
NumObjects(2);
Height(200, 300);
VelocityZ(20, 50);
Distance(1500);
InDirectionFactor(2);
}

//Rep fighters
SkyObject()
{
Geometry("rep_fly_gunship_DOME");
NumObjects(20);
Height(80, 140);
VelocityZ(80, 120);
VelocityY(-10, 10);
Distance(600);
InDirectionFactor(0.5);
}

//CIS fighters
SkyObject()
{
Geometry("cis_fly_droidfighter_DOME");
NumObjects(20);
Height(180, 340);
VelocityZ(80, 100);
VelocityY(-10, 10);
Distance(300);
InDirectionFactor(0.5);
}

//CIS rockets
SkyObject()
{
Geometry("cis_fly_techounion_DOME");
NumObjects(8);
Height(0, 0);
VelocityY(10, 12);
Acceleration(0.0, 2.0, 0.0);
Distance(1000);
LifeTime(80.0);
}

The bold is what I changed it too and then it finally worked. Do you think I should put my map that I have been working on in the UpcommingMap section? I don't think it's going to be that big or anything, it's after all my first map. I think its pretty cool.

I am trying to make a base of the Kamino map (copied it) onto my map, and whenever I munge it then load, it crashes on the last "dot". Could it be possible that there are too many objects in a layer? That's the only reason I could come up with. I took it out then the map loaded fine. I really need that base in.
Kyross

RE: clean munge...

Post by Kyross »

what I do is have stuff essential to a modesuch as specific CPs and their respective paths/regions, etc in a layer (for example conquest CPs and all things relatedtothem would go in ocnquest layer) and then use maorstructural components of the map in the [Base] layer, that would be buildings andother stuff.

is the base the only thing you changed? And were you sure to get all the involved files from the MSh folder(kamino objects have bump maps and all that extra stuff).
fat_walrus

RE: clean munge...

Post by fat_walrus »

I'm pretty sure I did, but I could've missed a file. Right now my brother's on the computer with all that stuff. I'll redo that again once I get back on.

When I make a layer is this what I do (because it isn't saving the layer next time I open it):
1) hit make layer
2) rename the layer
3) right-click -> Save layer as
4) Save

Did I miss something?
Kyross

RE: clean munge...

Post by Kyross »

I don't think so, but I generally don't have to make new layers. I don't see how adding an object could dothat unless the object was animated...
fat_walrus

RE: clean munge...

Post by fat_walrus »

I was missing a couple files, now it works :)

I just wanted another layer to be a little more organized =P
Kyross

RE: clean munge...

Post by Kyross »

Eeexcellent. Just ask when something else comes up.
fat_walrus

RE: clean munge...

Post by fat_walrus »

My game is crashing. UGH!! I have absolutly NO clue why. I took out I believe I put in when it crashed (I tried to add LAATs, ATTEs and ATRTs, turrets, and Kas bunkers) and it's still crashing. Here's m y LUA:

Code: Select all

--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams") 
	
	--  REP Attacking (attacker is always #1)
    REP = 1;
    CIS = 2;
    --  These variables do not change
    ATT = REP;
    DEF = CIS;


function ScriptPostLoad()	   
    
    
    --This defines the CPs.  These need to happen first
    cp1 = CommandPost:New{name = "cp1"}
    cp2 = CommandPost:New{name = "cp2"}
    cp3 = CommandPost:New{name = "cp3"}
    cp4 = CommandPost:New{name = "cp4"}
    cp5 = CommandPost:New{name = "cp5"}
    cp6 = CommandPost:New{name = "cp6"}
    cp7 = CommandPost:New{name = "cp7"}
    cp8 = CommandPost:New{name = "cp8"}
    cp9 = CommandPost:New{name = "cp9"}
    
    
    --This sets up the actual objective.  This needs to happen after cp's are defined
    conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, 
                                     textATT = "game.modes.con", 
                                     textDEF = "game.modes.con2",
                                     multiplayerRules = true}
    
    --This adds the CPs to the objective.  This needs to happen after the objective is set up
    conquest:AddCommandPost(cp1)
    conquest:AddCommandPost(cp2)
    conquest:AddCommandPost(cp3)
    conquest:AddCommandPost(cp4)
    conquest:AddCommandPost(cp5)
    conquest:AddCommandPost(cp6)
    conquest:AddCommandPost(cp7)
    conquest:AddCommandPost(cp8)
    conquest:AddCommandPost(cp9)

   
    conquest:Start()

    EnableSPHeroRules()
    
 end


---------------------------------------------------------------------------
-- FUNCTION:    ScriptInit
-- PURPOSE:     This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES:       The name, 'ScriptInit' is a chosen convention, and each
--              mission script must contain a version of this function, as
--              it is called from C to start the mission.
---------------------------------------------------------------------------
function ScriptInit()
    
    SetUberMode(1);

    ReadDataFile("ingame.lvl")
    
   
    SetMaxFlyHeight(500)
    SetMaxPlayerFlyHeight (500)
    
    SetMemoryPoolSize ("ClothData",20)
    SetMemoryPoolSize ("Combo",50)              -- should be ~ 2x number of jedi classes
    SetMemoryPoolSize ("Combo::State",650)      -- should be ~12x #Combo
    SetMemoryPoolSize ("Combo::Transition",650) -- should be a bit bigger than #Combo::State
    SetMemoryPoolSize ("Combo::Condition",650)  -- should be a bit bigger than #Combo::State
    SetMemoryPoolSize ("Combo::Attack",550)     -- should be ~8-12x #Combo
    SetMemoryPoolSize ("Combo::DamageSample",6000)  -- should be ~8-12x #Combo::Attack
    SetMemoryPoolSize ("Combo::Deflect",100)     -- should be ~1x #combo  
    
    ReadDataFile("sound\\yav.lvl;yav1cw")
    ReadDataFile("SIDE\\rep.lvl",
                             "rep_inf_ep3_rifleman",
                             "rep_inf_ep3_rocketeer",
                             "rep_inf_ep3_engineer",
                             "rep_inf_ep3_sniper",
                             "rep_inf_ep3_officer",
				     "rep_inf_ep3_jettrooper",
                             "rep_hover_fightertank",
                             "rep_hero_anakin",
                             "rep_hover_barcspeeder",
				     "rep_fly_anakinstarfighter_sc",
				     "rep_fly_arc170fighter_sc",
				     "rep_fly_vwing",
				     "rep_fly_assault_dome",
				     "rep_fly_gunship_dome",
				     "rep_fly_jedifighter_dome")
    ReadDataFile("SIDE\\cis.lvl",
                            "cis_fly_droidfighter_dome",
                             "cis_inf_rifleman",
                             "cis_inf_rocketeer",
                             "cis_inf_engineer",
                             "cis_inf_sniper",
                             "cis_inf_officer",
                             "cis_inf_droideka",
                             "cis_hero_darthmaul",
                             "cis_hover_aat")                      
                             
    ReadDataFile("SIDE\\tur.lvl", 
    			"tur_bldg_laser",
    			"tur_bldg_tower",
			"tur_bldg_recoilless_myg_auto",
			"tur_bldg_spa_cis_beam",
			"tur_bldg_spa_cis_chaingun",
			"tur_bldg_spa_rep_beam",
			"tur_bldg_spa_rep_chaingun",
			"tur_bldg_chaingun_roof",
			"tur_bldg_beam",
			"tur_bldg_chaingun",
			"tur_bldg_mortar",
			"tur_bldg_built_chaingun",
			"tur_bldg_guided_rocket")

ReadDataFile("dc:SIDE\\all.lvl",
			"all_fly_kwing")
                             
	SetupTeams{
		rep = {
			team = REP,
			units = 120,
			reinforcements = 300,
			soldier  = { "rep_inf_ep3_rifleman",9, 25},
			assault  = { "rep_inf_ep3_rocketeer",1, 4},
			engineer = { "rep_inf_ep3_engineer",1, 4},
			sniper   = { "rep_inf_ep3_sniper",1, 4},
			officer = {"rep_inf_ep3_officer",1, 4},
			special = { "rep_inf_ep3_jettrooper",1, 4},
	        
		},
		cis = {
			team = CIS,
			units = 150,
			reinforcements = 300,
			soldier  = { "cis_inf_rifleman",9, 25},
			assault  = { "cis_inf_rocketeer",1, 4},
			engineer = { "cis_inf_engineer",1, 4},
			sniper   = { "cis_inf_sniper",1, 4},
			officer = {"cis_inf_officer",1, 4},
			special = { "cis_inf_droideka",1, 4},
		}
	}
     
    SetHeroClass(CIS, "cis_hero_darthmaul")
    SetHeroClass(REP, "rep_hero_anakin")

    --  Level Stats
    --  ClearWalkers()
    AddWalkerType(0, 4) -- special -> droidekas
    AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
    AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
    AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)
    local weaponCnt = 240
    SetMemoryPoolSize("Aimer", 75)
    SetMemoryPoolSize("AmmoCounter", weaponCnt)
    SetMemoryPoolSize("BaseHint", 1024)
    SetMemoryPoolSize("EnergyBar", weaponCnt)
	SetMemoryPoolSize("EntityCloth", 22)
	SetMemoryPoolSize("EntityFlyer", 30)
    SetMemoryPoolSize("EntityHover", 20)
    SetMemoryPoolSize("EntityLight", 200)
    SetMemoryPoolSize("EntitySoundStream", 4)
    SetMemoryPoolSize("EntitySoundStatic", 20)
    SetMemoryPoolSize("MountedTurret", 25)
	SetMemoryPoolSize("Navigator", 49)
    SetMemoryPoolSize("Obstacle", 760)
	SetMemoryPoolSize("PathNode", 512)
    SetMemoryPoolSize("SoundSpaceRegion", 46)
    SetMemoryPoolSize("TreeGridStack", 500)
	SetMemoryPoolSize("UnitAgent", 49)
	SetMemoryPoolSize("UnitController", 49)
	SetMemoryPoolSize("Weapon", weaponCnt)
    
    SetSpawnDelay(10.0, 0.25)
    --ReadDataFile("dc:LOC\\LOC.lvl", "LOC_conquest")
    ReadDataFile("dc:LOC\\LOC.lvl", "LOC_conquest")
    SetDenseEnvironment("false")




    --  Sound
    
    SetSoundEffect("ScopeDisplayZoomIn",  "binocularzoomin")
    SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")

    voiceSlow = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_slow")
    AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
    AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)
    
    voiceQuick = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_quick")
    AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_quick", voiceQuick)
    
    OpenAudioStream("sound\\global.lvl",  "cw_music")
    -- OpenAudioStream("sound\\global.lvl",  "global_vo_quick")
    -- OpenAudioStream("sound\\global.lvl",  "global_vo_slow")
    OpenAudioStream("sound\\yav.lvl",  "yav1")
    OpenAudioStream("sound\\yav.lvl",  "yav1")
    OpenAudioStream("sound\\yav.lvl",  "yav1_emt")

    SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1)
    SetBleedingVoiceOver(REP, CIS, "rep_off_com_report_enemy_losing",   1)
    SetBleedingVoiceOver(CIS, REP, "cis_off_com_report_enemy_losing",   1)
    SetBleedingVoiceOver(CIS, CIS, "cis_off_com_report_us_overwhelmed", 1)

    SetOutOfBoundsVoiceOver(2, "cisleaving")
    SetOutOfBoundsVoiceOver(1, "repleaving")

    SetAmbientMusic(REP, 1.0, "rep_yav_amb_start",  0,1)
    SetAmbientMusic(REP, 0.8, "rep_yav_amb_middle", 1,1)
    SetAmbientMusic(REP, 0.2, "rep_yav_amb_end",    2,1)
    SetAmbientMusic(CIS, 1.0, "cis_yav_amb_start",  0,1)
    SetAmbientMusic(CIS, 0.8, "cis_yav_amb_middle", 1,1)
    SetAmbientMusic(CIS, 0.2, "cis_yav_amb_end",    2,1)

    SetVictoryMusic(REP, "rep_yav_amb_victory")
    SetDefeatMusic (REP, "rep_yav_amb_defeat")
    SetVictoryMusic(CIS, "cis_yav_amb_victory")
    SetDefeatMusic (CIS, "cis_yav_amb_defeat")

    SetSoundEffect("ScopeDisplayZoomIn",      "binocularzoomin")
    SetSoundEffect("ScopeDisplayZoomOut",     "binocularzoomout")
    --SetSoundEffect("BirdScatter",             "birdsFlySeq1")
    --SetSoundEffect("WeaponUnableSelect",      "com_weap_inf_weaponchange_null")
    --SetSoundEffect("WeaponModeUnableSelect",  "com_weap_inf_modechange_null")
    SetSoundEffect("SpawnDisplayUnitChange",       "shell_select_unit")
    SetSoundEffect("SpawnDisplayUnitAccept",       "shell_menu_enter")
    SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change")
    SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter")
    SetSoundEffect("SpawnDisplayBack",             "shell_menu_exit")


--OpeningSateliteShot
    AddCameraShot(0.908386, -0.209095, -0.352873, -0.081226, -45.922508, -19.114113, 77.022636);

    AddCameraShot(-0.481173, 0.024248, -0.875181, -0.044103, 14.767292, -30.602322, -144.506851);
    AddCameraShot(0.999914, -0.012495, -0.004416, -0.000055, 1.143253, -33.602314, -76.884430);
    AddCameraShot(0.839161, 0.012048, -0.543698, 0.007806, 19.152437, -49.802273, 24.337317);
    AddCameraShot(0.467324, 0.006709, -0.883972, 0.012691, 11.825212, -49.802273, -7.000720);
    AddCameraShot(0.861797, 0.001786, -0.507253, 0.001051, -11.986043, -59.702248, 23.263165);
    AddCameraShot(0.628546, -0.042609, -0.774831, -0.052525, 20.429928, -48.302277, 9.771714);
    AddCameraShot(0.765213, -0.051873, 0.640215, 0.043400, 57.692474, -48.302277, 16.540724);
    AddCameraShot(0.264032, -0.015285, -0.962782, -0.055734, -16.681797, -42.902290, 129.553268);
    AddCameraShot(-0.382320, 0.022132, -0.922222, -0.053386, 20.670977, -42.902290, 135.513001);
end
fat_walrus

RE: clean munge...

Post by fat_walrus »

Got it working. I'm not sure how, but I did. Making backup now.

I'll probably post some help later today. This has become the official Fat_Walrus' help topic =P I'll change the topic name to that but I'm too lazy to at the moment.
Squirrel7Hunter

Post by Squirrel7Hunter »

hey fat_walrus, did u get all the sky dome vehicles working? I have tried to add the gunship and the explosions to my CBM.sky doc and when I try to play the game it crashes.

by the way, I will also try and help u with any problems u have
fat_walrus

Post by fat_walrus »

Yes, I'll post them in a second
fat_walrus

RE: clean munge...

Post by fat_walrus »

BUMP

SquirrelHunter:

Add this under DomeInfo() {

DomeModel()
{
Geometry("geo_sky_explosions");
rotationspeed(0.003, 0,1.0,0);
Effect("spa_sfx_skydomeexplosions", "hp_sky_1", 1.0);


Effect("spa_sfx_skydomeexplosions", "hp_sky_4", 1.0);
Effect("spa_sfx_skydomeexplosions", "hp_sky_5", 1.0);

Effect("spa_sfx_skydomeexplosions", "hp_sky_7", 1.0);
Effect("spa_sfx_skydomeexplosions", "hp_sky_8", 1.0);
Effect("spa_sfx_skydomeexplosions", "hp_sky_9", 1.0);
Effect("spa_sfx_skydomeexplosions", "hp_sky_10", 1.0);
Effect("spa_sfx_skydomeexplosions", "hp_sky_11", 1.0);
Effect("spa_sfx_skydomeexplosions", "hp_sky_12", 1.0);

Effect("spa_sfx_skydomeexplosions", "hp_sky_14", 1.0);
Effect("spa_sfx_skydomeexplosions", "hp_sky_15", 1.0);

for explosions and such

Add this for domes at the very bottom, make a new paragraph starting at the very left side AT THE BOTTOM:

//Big rep flyer
SkyObject()
{
Geometry("rep_fly_assault_DOME");
NumObjects(2);
Height(200, 300);
VelocityZ(20, 50);
Distance(1500);
InDirectionFactor(2);
}

//Rep fighters
SkyObject()
{
Geometry("rep_fly_gunship_DOME");
NumObjects(20);
Height(80, 140);
VelocityZ(80, 120);
VelocityY(-10, 10);
Distance(600);
InDirectionFactor(0.5);
}

//CIS fighters
SkyObject()
{
Geometry("cis_fly_droidfighter_DOME");
NumObjects(20);
Height(180, 340);
VelocityZ(80, 100);
VelocityY(-10, 10);
Distance(300);
InDirectionFactor(0.5);
}

//CIS rockets
SkyObject()
{
Geometry("cis_fly_techounion_DOME");
NumObjects(8);
Height(0, 0);
VelocityY(10, 12);
Acceleration(0.0, 2.0, 0.0);
Distance(1000);
LifeTime(80.0);
}

couldn't get the technoships to work, and the height you can change if you want. The only heights I changed were the droidfighters which in mine its 180 & 340. It was originally 80 and 340.


NEW QUESTION:
I am running BFII_modtools.exe but half of the screen is green at the top. is this the same for everyone?
Kyross

RE: clean munge...

Post by Kyross »

I would guess so since once Face sent me a screenshot he took there and it was half green. I actually never test in that program, myself...
Squirrel7Hunter

Re: RE: clean munge...

Post by Squirrel7Hunter »

fat_walrus wrote:BUMP

SquirrelHunter:

Add this under DomeInfo() {

DomeModel()
{
Geometry("geo_sky_explosions");
rotationspeed(0.003, 0,1.0,0);
Effect("spa_sfx_skydomeexplosions", "hp_sky_1", 1.0);


Effect("spa_sfx_skydomeexplosions", "hp_sky_4", 1.0);
Effect("spa_sfx_skydomeexplosions", "hp_sky_5", 1.0);

Effect("spa_sfx_skydomeexplosions", "hp_sky_7", 1.0);
Effect("spa_sfx_skydomeexplosions", "hp_sky_8", 1.0);
Effect("spa_sfx_skydomeexplosions", "hp_sky_9", 1.0);
Effect("spa_sfx_skydomeexplosions", "hp_sky_10", 1.0);
Effect("spa_sfx_skydomeexplosions", "hp_sky_11", 1.0);
Effect("spa_sfx_skydomeexplosions", "hp_sky_12", 1.0);

Effect("spa_sfx_skydomeexplosions", "hp_sky_14", 1.0);
Effect("spa_sfx_skydomeexplosions", "hp_sky_15", 1.0);

for explosions and such

Add this for domes at the very bottom, make a new paragraph starting at the very left side AT THE BOTTOM:

//Big rep flyer
SkyObject()
{
Geometry("rep_fly_assault_DOME");
NumObjects(2);
Height(200, 300);
VelocityZ(20, 50);
Distance(1500);
InDirectionFactor(2);
}

//Rep fighters
SkyObject()
{
Geometry("rep_fly_gunship_DOME");
NumObjects(20);
Height(80, 140);
VelocityZ(80, 120);
VelocityY(-10, 10);
Distance(600);
InDirectionFactor(0.5);
}

//CIS fighters
SkyObject()
{
Geometry("cis_fly_droidfighter_DOME");
NumObjects(20);
Height(180, 340);
VelocityZ(80, 100);
VelocityY(-10, 10);
Distance(300);
InDirectionFactor(0.5);
}

//CIS rockets
SkyObject()
{
Geometry("cis_fly_techounion_DOME");
NumObjects(8);
Height(0, 0);
VelocityY(10, 12);
Acceleration(0.0, 2.0, 0.0);
Distance(1000);
LifeTime(80.0);
}

couldn't get the technoships to work, and the height you can change if you want. The only heights I changed were the droidfighters which in mine its 180 & 340. It was originally 80 and 340.


NEW QUESTION:
I am running BFII_modtools.exe but half of the screen is green at the top. is this the same for everyone?
is this all I have to do or do I have to add the reqs for them? or anything else?
fat_walrus

RE: Re: RE: clean munge...

Post by fat_walrus »

Put these in your LUA under readside rep.lvl:

"rep_fly_gunship_dome"
"rep_fly_jedifighter_dome"

This in your CIS.lvl:

"cis_fly_droidfighter_dome"

And copy all the folders except for the world# folder in assets\worlds\geo and paste them into data_ABC\worlds\ABC

I believe that will get it working ;)
(changing topic name now)
Squirrel7Hunter

Post by Squirrel7Hunter »

all of them? my lvl file is big enough as it is, i'm tryin to size it down,but ill try it anyway
fat_walrus

Post by fat_walrus »

I mean in your LUA
Squirrel7Hunter

Post by Squirrel7Hunter »

i got that, but you said " and copy all the folders except the world file, which i did,

hmm.. i just tried it , and now i cant spawn so I dont know if it worked
fat_walrus

Post by fat_walrus »

Is that the only thing you did? I can't think of how that would keep you from spawning. What did you do step-by-step? You might have misinterpreted me or I accidently told you something wrong :|
Squirrel7Hunter

Post by Squirrel7Hunter »

ok , its deffinately in my sky file because when I take out all the stuff in it that I added, my map works, and for some reason now my map crashes completely, this is my sky file,

SkyInfo()
{
Enable(0);
FogColor(85,108,142,128);
PS2()
{
FogRange(0, 0);
NearSceneRange(0.5, 85.0, 100.0);
FarSceneRange(5000.0);
SplitOptions()
{
PropClusterEnable(1);
PropClusterFadeAdj(0.6);
PropClusterDensity(0.1);
}
}
XBOX()
{
FogRange(-200.0, 1300.0);
NearSceneRange(0.5, 85.0, 100.0);
FarSceneRange(3000.0);
NearSplitScreenRange(0.2, 110.0, 160.0);
FarSplitScreenRange(0.0);
SplitOptions()
{
FogRange(5.0, 140.0);
PropClusterEnable(0);
}
}
PC()
{
NearSceneRange(30.0, 160.0, 40.0, 200.0);
FarSceneRange(500.0, 500.0);

FarSceneRange(50000.0);
FogRange(0.0, 1000.0);
}

}


DomeInfo()
DomeModel()
{
Geometry("geo_sky_explosions");
rotationspeed(0.003, 0,1.0,0);
Effect("spa_sfx_skydomeexplosions", "hp_sky_1", 1.0);


Effect("spa_sfx_skydomeexplosions", "hp_sky_4", 1.0);
Effect("spa_sfx_skydomeexplosions", "hp_sky_5", 1.0);

Effect("spa_sfx_skydomeexplosions", "hp_sky_7", 1.0);
Effect("spa_sfx_skydomeexplosions", "hp_sky_8", 1.0);
Effect("spa_sfx_skydomeexplosions", "hp_sky_9", 1.0);
Effect("spa_sfx_skydomeexplosions", "hp_sky_10", 1.0);
Effect("spa_sfx_skydomeexplosions", "hp_sky_11", 1.0);
Effect("spa_sfx_skydomeexplosions", "hp_sky_12", 1.0);

Effect("spa_sfx_skydomeexplosions", "hp_sky_14", 1.0);
Effect("spa_sfx_skydomeexplosions", "hp_sky_15", 1.0);




//Big rep flyer
SkyObject()
{
Geometry("rep_fly_assault_DOME");
NumObjects(2);
Height(200, 300);
VelocityZ(20, 50);
Distance(1500);
InDirectionFactor(2);
}

//Rep fighters
SkyObject()
{
Geometry("rep_fly_gunship_DOME");
NumObjects(20);
Height(80, 140);
VelocityZ(80, 120);
VelocityY(-10, 10);
Distance(600);
InDirectionFactor(0.5);
}

//CIS fighters
SkyObject()
{
Geometry("cis_fly_droidfighter_DOME");
NumObjects(20);
Height(180, 340);
VelocityZ(80, 100);
VelocityY(-10, 10);
Distance(300);
InDirectionFactor(0.5);
}


{
Texture("sky_yav2");
Angle(-90.000000);
Ambient(255.000000, 255.000000, 255.000000);
Filter(1);
Threshold(150);
Intensity(50);

Softness(1);
SoftnessParam(60);

DomeModel()
{
Geometry("sky_yav2");
}

}
Kyross

Post by Kyross »

To get explosions and dom ships do as he said with adding the linesto your lua. Sides both come with the dome objects in them already so you don't have to add anything to your world folder. For exlosions you should only have to take the respective effects files from places like Kashyyk and Geonosis. There should be a folder caled effects in with theirworld#, odf, msh folders. Copy the effects folder to your own project directory in the same place then copy over the contents from kashyyk/geonosis .fx file to your own, much like you would do with a sky file. Depending on which world you pick it could also add dust clouds/fog/birds/ something like that and to remove those you just have to delete them from your mod.fx(found in your world1 folder).
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