Where or how can I get clouds?

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linksith
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Where or how can I get clouds?

Post by linksith »

The name basically says it all. I'm making a map [in testing (still)] with land+space battles and I need to add clouds to this. The skydomes are also gonna serve as boundaries for that world. Thanks for the help.
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Re: Where or how can I get clouds?

Post by THEWULFMAN »

I think the best way to do this would be in the same method that Bespin: Platforms use.

Is what your going to want to do is look at the assets from Battlefront 1.
Thats BF1, Not BF2
Its always a good idea to dl the assets from the first game.
However, if you dont have the assets and you dont want to download them because of file size. follow the hidden/spoiler instruction at the bottomto work aroud this.
And know for the clouds. Go to C:\unsupported_swbf_mod_tools\BFBuilder\Assets\Shipped Worlds\Bespin\world1
and open the .fx file there and go to the part of the code that looks like this

Code: Select all

Effect("FogCloud")
{
	Enable(0);
	Texture("fluffy");
	Range(90.0, 120.0);
	Color(168, 172, 180, 128);
	Velocity(5.0, 0.0);
	Rotation(0.1);
	Height(16.0);
	ParticleSize(28.0);
	ParticleDensity(60.0);

}
And copy it to your worlds .fx file.
You will want to change the settings to the hieghht, size, and density you want for a cloud effect.
now go to C:\unsupported_swbf_mod_tools\BFBuilder\Assets\Shipped Common Effects
and copy the texture "fluffy" to your worlds effects folder. hope this helped
Hidden/Spoiler:
Instead of copying from the file, just copy the code i posted into your modid.fx file
instead. And replace the texure with a stock one, like one of the smoke textures
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Re: Where or how can I get clouds?

Post by linksith »

1. Is this for adding clouds everywhere on the height level specified?

2. I found a similar code already placed in the fx file (I think it is put in there by default) and "fluffy" was in the common effects folder of every mod folder.

3. It is taking for-ever to munge so I'm not sure if it froze or is munging a big cloud throughout the map (the size is 1024x1024).

4. I was forced to put the computer into hibernate while it was munging; would it cease to function when I resume the computer from hibernation?
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Re: Where or how can I get clouds?

Post by THEWULFMAN »

linksith wrote:1. Is this for adding clouds everywhere on the height level specified?

2. I found a similar code already placed in the fx file (I think it is put in there by default) and "fluffy" was in the common effects folder of every mod folder.

3. It is taking for-ever to munge so I'm not sure if it froze or is munging a big cloud throughout the map (the size is 1024x1024).

4. I was forced to put the computer into hibernate while it was munging; would it cease to function when I resume the computer from hibernation?

1. Yes
2. Good, i didnt know that
3. Its not mungeing a giant cloud, its a rendered effect.
4. It should resume, but be patient, the most likely cause of a slow munge is a complex model or models.
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Re: Where or how can I get clouds?

Post by Jendo7 »

You could also take clouds from Kashhyyk's SKY file. Just add one, or both of these references in your SKY file under DomeInfo()
Hidden/Spoiler:
DomeModel()
{
Geometry("kas2_sky_clouds");
rotationspeed(0.004, 0,1.0,0);


}
DomeModel()
{
Geometry("kas2_sky_clouds2");
rotationspeed(0.003, 0,1.0,0);
}
... and put the respective .msh, and .tga's in your world folder.

I think there is also clouds in a few other maps like Felucia.
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Re: Where or how can I get clouds?

Post by sim-al2 »

Your map is 1024x1024? You'll likely have problems with effects disappearing and the map will likely have low framerates.
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Re: Where or how can I get clouds?

Post by linksith »

sim-al2 wrote:Your map is 1024x1024? You'll likely have problems with effects disappearing and the map will likely have low framerates.
Notice I said in my first post the map was in testing.
Jendo7 wrote:You could also take clouds from Kashhyyk's SKY file. Just add one, or both of these references in your SKY file under DomeInfo()

Hidden/Spoiler:


... and put the respective .msh, and .tga's in your world folder.

I think there is also clouds in a few other maps like Felucia.
I'm still trying to figure out wolfman's way of doing it, but if that doesn't work ill try it.
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Re: Where or how can I get clouds?

Post by Teancum »

Still, 1024x1024 will likely more than max out SWBF2's memory limitations. Though 99% of the limitations are much higher on the PC, they still exist.
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Re: Where or how can I get clouds?

Post by THEWULFMAN »

Jendo7 wrote:You could also take clouds from Kashhyyk's SKY file. Just add one, or both of these references in your SKY file under DomeInfo()
Hidden/Spoiler:
DomeModel()
{
Geometry("kas2_sky_clouds");
rotationspeed(0.004, 0,1.0,0);


}
DomeModel()
{
Geometry("kas2_sky_clouds2");
rotationspeed(0.003, 0,1.0,0);
}
... and put the respective .msh, and .tga's in your world folder.

I think there is also clouds in a few other maps like Felucia.

that wont work, he wants clouds he can fly thru, not skydome clouds, which is what these are.
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Re: Where or how can I get clouds?

Post by Jendo7 »

I see! Didn't realise that, sorry.
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Re: Where or how can I get clouds?

Post by linksith »

THEWULFMAN wrote:
Jendo7 wrote:You could also take clouds from Kashhyyk's SKY file. Just add one, or both of these references in your SKY file under DomeInfo()
Hidden/Spoiler:
DomeModel()
{
Geometry("kas2_sky_clouds");
rotationspeed(0.004, 0,1.0,0);


}
DomeModel()
{
Geometry("kas2_sky_clouds2");
rotationspeed(0.003, 0,1.0,0);
}
... and put the respective .msh, and .tga's in your world folder.

I think there is also clouds in a few other maps like Felucia.

that wont work, he wants clouds he can fly thru, not skydome clouds, which is what these are.
Ok. Thanks for letting me know before I tried it. :wink:

My computer seems to be doing a slower munge whether I have the clouds in the fx or not. It seems to freeze the munging process whenever it can or something. I think I'm going to need to munge on a different computer so this may take some time. Here is is where it stopped at. The processor meter is wobbling between 30 and 40 so it must be doing something but it isn't doing anything. It hasn't done this before, but the power supply blew-up (don't panic it got replaced) and I'm not sure how much of the hardware it took with it; I assumed it took nothing.
Hidden/Spoiler:
Common\munge PC
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C:\BF2_ModTools\data_CWG\_BUILD\Common>levelpack -inputfile core.req -writefiles MUNGED\PC\core.files -checkdate -continue -platform PC -sourcedir ..\..\Common -inputdir MUNGED\PC -outputdir ..\..\_LVL_PC 2>>"C:\BF2_ModTools\data_CWG\_BUILD\PC_MungeLog.txt"
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C:\BF2_ModTools\data_CWG\_BUILD\Common>levelpack -inputfile common.req -writefiles MUNGED\PC\common.files -common MUNGED\PC\core.files -checkdate -continue -platform PC -sourcedir ..\..\Common -inputdir MUNGED\PC -outputdir ..\..\_LVL_PC 2>>"C:\BF2_ModTools\data_CWG\_BUILD\PC_MungeLog.txt"
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C:\BF2_ModTools\data_CWG\_BUILD\Common>levelpack -inputfile ingame.req -writefiles MUNGED\PC\ingame.files -common MUNGED\PC\core.files MUNGED\PC\common.files -checkdate -continue -platform PC -sourcedir ..\..\Common -inputdir MUNGED\PC -outputdir ..\..\_LVL_PC 2>>"C:\BF2_ModTools\data_CWG\_BUILD\PC_MungeLog.txt"
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C:\BF2_ModTools\data_CWG\_BUILD\Common>levelpack -inputfile inshell.req -writefiles MUNGED\PC\inshell.files -common MUNGED\PC\core.files MUNGED\PC\common.files -checkdate -continue -platform PC -sourcedir ..\..\Common -inputdir MUNGED\PC -outputdir ..\..\_LVL_PC 2>>"C:\BF2_ModTools\data_CWG\_BUILD\PC_MungeLog.txt"
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C:\BF2_ModTools\data_CWG\_BUILD\Common>levelpack -inputfile MISSION\*.req -common MUNGED\PC\core.files MUNGED\PC\common.files MUNGED\PC\ingame.files -checkdate -continue -platform PC -sourcedir ..\..\Common -inputdir MUNGED\PC -outputdir MUNGED\PC 2>>"C:\BF2_ModTools\data_CWG\_BUILD\PC_MungeLog.txt"
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C:\BF2_ModTools\data_CWG\_BUILD\Common>levelpack -inputfile MISSION.req -checkdate -continue -platform PC -sourcedir ..\..\Common -inputdir MUNGED\PC -outputdir ..\..\_LVL_PC 2>>"C:\BF2_ModTools\data_CWG\_BUILD\PC_MungeLog.txt"
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