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Posted: Thu Jun 22, 2006 2:29 pm
by darthpingu
So u don't have to add meshes and odfs for the vehicles :S:S:S?

Posted: Thu Jun 22, 2006 4:30 pm
by Hebes24
darthpingu wrote:So u don't have to add meshes and odfs for the vehicles :S:S:S?
What are you talking about? I think the answer is no?

Posted: Fri Jun 23, 2006 9:57 am
by Hebes24
Sorry for the double post but I am letting everyone know that I will be on vacation for a week starting saturday (I'm going to Hawaii!! 8) ) so there will be a bump in this topic on sunday.

Posted: Fri Jun 23, 2006 2:06 pm
by [RDH]Zerted
After you read the units from the data files, use:
SetProperty("[unit class]", "[name of value being changed]", "[new value]")
( there may or may not be quotes around [new value] )

Posted: Fri Jun 23, 2006 3:41 pm
by Hebes24
Do you put that under the classes? is that what changes the unit count?:?:

Posted: Sat Jun 24, 2006 1:01 am
by [RDH]Zerted
You can really put it almost anywhere, but I think its best right after the units are read in from the data file and before they are added to a side.

SetUnitCount([team], [unit count]) is what changes the unit count for a team. Or did you mean the amount of (the count) say snipers (the unit) on the battlefront.

Posted: Mon Jul 03, 2006 12:04 pm
by Hebes24
General amounts of units on the battlefield, like the slider in the instant action menu for "units per team".

Posted: Mon Jul 10, 2006 1:59 pm
by Hebes24
Sorry for the bump and double post, but I have a Question:

Here is my .sky file
.sky File wrote:SkyInfo()
{
Enable(1);
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(5000.0, 5000.0);

FarSceneRange(5000.0);
FogRange(-100.0, 600.0);
}

}


DomeInfo()
{
Texture("TST_sky_dome.tga");
Angle(-90.000000);
Ambient(255.000000, 255.000000, 255.000000);
Filter(1);
Threshold(150);
Intensity(50);

Softness(1);
SoftnessParam(60);

DomeModel()
{
Geometry("TST_sky_dome.tga");
}


}
1). I want to change the fog to a more red color. Which values should I change? I know they stand for Red, Blue, Green, and Alpha, But I don't Know which one's which.:?

2). My Dome texture is gone in gameplay. it is there in ZE but it is black when I actually play the game. Is the dome section correct??

Posted: Mon Jul 10, 2006 3:25 pm
by t551
For the color, the standard order for values is red, green , blue, alpha, so it's a safe bet that that is the order of the values here.

Posted: Mon Jul 10, 2006 4:24 pm
by Hebes24
Thanks for the fog help. But does anyone know the issue with the dome??

Posted: Mon Jul 10, 2006 4:52 pm
by -_-
DomeModel()
{
Geometry("TST_sky_dome.tga");
}
Why do you have a .tga set as ur dome .msh..

Posted: Tue Jul 11, 2006 10:47 am
by Hebes24
BAH!! that's it!!!

Edit: that fixed it! thanks!:D

Posted: Wed Jul 12, 2006 9:35 am
by Hebes24
New Question:

How do you get water to glow? (my water is actually lava so I want it to glow!! :D ) Is it something you add to the FX file??

Posted: Thu Jul 13, 2006 2:16 pm
by Hebes24
Sorry for the triple-post But I have yet another Question:

I copied the side files from the assets folder because I wanted to edit them. however, when I munged the sides this came up
PC_Mungelog wrote:WARNING[PC_modelmunge msh\all_1st_hothtrooper.msh]:all_1st_hothtrooper has 1028 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\all_inf_snowtrooper.msh]:all_inf_snowtrooper has 1479 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\all_1st_weap_inf_bowcaster.msh]:all_1st_weap_inf_bowcaster has 1178 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\all_inf_bothanspy.msh]:all_inf_bothanspy has 2272 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\all_inf_chewbacca.msh]:all_inf_chewbacca has 1460 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\all_inf_deathstarleia.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge msh\all_inf_deathstarleia.msh]:all_inf_deathstarleia has 1872 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\all_inf_engineer.msh]:all_inf_engineer has 2573 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\all_inf_hothlukeskywalker.msh]:all_inf_hothlukeskywalker has 1262 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\all_inf_luke.msh]:all_inf_luke has 1171 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\all_inf_marksperson.msh]:all_inf_marksperson has 1534 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\all_inf_markspersonsnow.msh]:all_inf_markspersonsnow has 1286 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\all_inf_pilot.msh]:all_inf_pilot has 1330 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\all_inf_stormtrooperhansolo.msh]:all_inf_stormtrooperhansolo has 2176 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\all_inf_stormtrooperlukeskywalker.msh]:all_inf_stormtrooperlukeskywalker has 2192 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\all_inf_tatooinehansolo.msh]:all_inf_tatooinehansolo has 1334 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\all_inf_wookie.msh]:all_inf_wookie has 1925 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\all_walk_tauntaun.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge msh\all_walk_tauntaun.msh]:SplitSkinnedSegments: WARNING: resorting to brute force, this may take a while...
WARNING[PC_modelmunge msh\all_walk_tauntaun.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge msh\all_walk_tauntaun.msh]:SplitSkinnedSegments: WARNING: resorting to brute force, this may take a while...
WARNING[PC_modelmunge msh\all_walk_tauntaun.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge msh\all_walk_tauntaun.msh]:SplitSkinnedSegments: WARNING: resorting to brute force, this may take a while...
0 Errors 23 Warnings

WARNING[PC_modelmunge msh\cis_1st_droideka.msh]:cis_1st_droideka has 2908 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\cis_tread_hailfire.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge msh\cis_tread_hailfire.msh]:SplitSkinnedSegments: WARNING: resorting to brute force, this may take a while...
WARNING[PC_modelmunge msh\cis_tread_hailfire.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge msh\cis_tread_hailfire.msh]:SplitSkinnedSegments: WARNING: resorting to brute force, this may take a while...
WARNING[PC_modelmunge msh\cis_1st_bdroid.msh]:cis_1st_bdroid has 1509 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\cis_1st_jangofett.msh]:cis_1st_jangofett has 1102 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\cis_1st_magnaguard.msh]:cis_1st_magnaguard has 1961 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\cis_droideka_idle_low1.msh]:cis_droideka_idle_low1 has 1164 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\cis_droideka_roll_low1.msh]:cis_droideka_roll_low1 has 1166 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\cis_inf_bdroid.msh]:cis_inf_bdroid has 2633 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\cis_inf_countdooku.msh]:cis_inf_countdooku has 1575 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\cis_inf_darthmaul.msh]:cis_inf_darthmaul has 1575 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\cis_inf_darthsidious.msh]:cis_inf_darthsidious has 2429 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\cis_inf_generalgrevious.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge msh\cis_inf_generalgrevious.msh]:SplitSkinnedSegments: WARNING: resorting to brute force, this may take a while...
WARNING[PC_modelmunge msh\cis_inf_generalgrevious.msh]:cis_inf_generalgrevious has 5784 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\cis_inf_generalgrevious_low1.msh]:cis_inf_generalgrevious_low1 has 1769 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\cis_inf_jangofett.msh]:cis_inf_jangofett has 2949 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\cis_inf_magnaguard.msh]:cis_inf_magnaguard has 3527 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\cis_inf_sbdroid.msh]:cis_inf_sbdroid has 2894 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\cis_walk_droideka.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge msh\cis_walk_droideka.msh]:SplitSkinnedSegments: WARNING: resorting to brute force, this may take a while...
WARNING[PC_modelmunge msh\cis_walk_droideka_low1.msh]:cis_walk_droideka_low1 has 1188 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
0 Errors 24 Warnings
is it bad to do what I just did???

Posted: Thu Jul 13, 2006 3:30 pm
by t551
Nothing there is a serious error, but did you place them in the <MODID>/msh folder? Because that's not where new side files would go.

Posted: Thu Jul 13, 2006 3:38 pm
by Hebes24
I put it in the sides folder. However, there is a new problem. when I copied the ALL side from assets to my sides folder, for some reason ingame I lost the Marksman, Vanguard, and Wookie!!!!! so I changed the g_con.lua back to the shipped side, but the Vanguard is still missing!!!!!:cry: I am cleaning and re-munging now...

BAH!!!:evil: Still no vanguard!! WTF?


Never mind, I got the vanguard to work. but can anyone help me with the initial issue about the alliance? the info is in This Thread

Never Mind, I got that to work too (finally!!!!!) :D:D !!!!!

HOWEVER, I still need my water question answered (How to get it to glow). Any help would be greatly appreciated!!!