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Bespin sky problem [Solved]

Posted: Tue Apr 15, 2008 12:10 am
by Fingerfood
I want the Bespin Platforms sky, which I'm not sure which on it is (world1 or world2) but I copy the bes.sky to my folder, copy all the sky files, and rename bes.sky to ***.sky. So what's wrong?

My .sky file:
Hidden/Spoiler:
[code]SkyInfo()
{
Enable(1559);
FogColor(128, 128, 128);
FogRange(250.000000, 350.000000);
NearSceneRange(50.0, 150.0, 60.0, 200.0);
FarSceneRange(220.000000, 500.0);
AmbientColor(90, 90, 110);
TopDirectionalAmbientColor(140, 140, 145);
BottomDirectionalAmbientColor(70, 60, 40);
}

SunInfo()
{
Angle(135.000000, 190.000000);
Color(200, 150, 70);
ShadowColor(200, 150, 70);
Texture("");
Degree(-50.000035);
BackAngle(180.000022, 0.000000);
BackColor(150, 150, 150);
BackDegree(0.000000);
}

FlatInfo()
{
Height(0.000000, 0.000000);
Texture("");
Color(128, 128, 128, 255);
Modulate(0);
TextureSpeed(0.000000, 0.000000);
TileSize(100.000000);
}

DomeInfo()
{
Texture("sky_bespin2.tga");
Angle(-90.000000);
Ambient(255.000000, 255.000000, 255.000000);
Filter(1);
Threshold(100);
Intensity(50);

Softness(1);
SoftnessParam(60);

DomeModel()
{
Geometry("bes2_sky_dome");
}

LowResTerrain()
{
Texture("bespin2_lowresterrain");
PatchResolution(10);
MaxDistance(400);
TextureScale(20.0);
FogNear(80.0);
FogFar(430.0);
FogColor(45,45,60,100);

}
}

PuffInfo()
{
TypeCount(0);
Count(0);
Type(0);
TileSize(0.000000);
}

RainInfo()
{
BlockSize(50.000000, 50.000000);
StringGrids(0);
BeadCount(0);
BeadSize(0.000000, 0.000000);
BeadSpeed(0.000000);
BeadColor(255, 255, 255, 255);
BeadTexture("");
BeadModulate(1);
StringAngle(0.000000);
OnTime(0.000000);
TransitionTime(5.000000);
OffTime(0.000000);
AmbientScale(1.000000);
DomeColor(0.250000, 0.250000, 0.250000);
Enabled(0);
}

SplatInfo("Water")
{
Count(64);
Color(0, 63, 0, 128);
MinSize(0.100000, 0.100000);
MaxSize(3.000000, 3.000000);
Velocity(0.000000, 0.000000, 0.000000);
Texture("");
Modulate(1);
LifeSpan(0.500000);
Right(0.000000, 0.000000, 0.000000);
Up(0.000000, 0.000000, 0.000000);
Centered(1);
Distance(1.000000, 100.000000);
}

SplatInfo("Ground")
{
Count(128);
Color(255, 255, 255, 255);
MinSize(0.010000, 0.010000);
MaxSize(0.500000, 1.000000);
Velocity(0.000000, 0.000000, 0.000000);
Texture("");
Modulate(0);
LifeSpan(0.500000);
Right(0.000000, 0.000000, 0.000000);
Up(0.000000, 0.000000, 0.000000);
Centered(0);
Distance(1.000000, 100.000000);
}

SplatInfo("Screen")
{
Count(4);
Color(63, 63, 63, 255);
MinSize(0.010000, 0.010000);
MaxSize(0.100000, 0.100000);
Velocity(0.000000, 0.000000, 0.000000);
Texture("");
Modulate(1);
LifeSpan(1.000000);
Right(0.000000, 0.000000, 0.000000);
Up(0.000000, 0.000000, 0.000000);
Centered(1);
Distance(1.000000, 100.000000);
}

MirrorInfo()
{
UseTexture(0);
Offset(-0.010000);
}

StarsInfo()
{
Color(255, 255, 255, 255);
Count(0);
Modulate(0);
}

SpritesInfo()
{
}

WaterInfo()
{
TopColor(0, 0, 0);
BottomColor(0, 0, 0);
TopRange(50.000000);
BottomRange(30.000000);
BottomDrop(5.000000);
Enabled(0);
}

SkyObject()
{
Geometry("rep_fly_assault_DOME");
NumObjects(2);
Height(170, 250);
VelocityZ(20, 50);
Distance(1500);
InDirectionFactor(2.5);
}

SkyObject()
{
Geometry("cis_fly_fedlander_DOME");
NumObjects(2);
Height(170, 250);
VelocityZ(20, 50);
Distance(1500);
InDirectionFactor(2.5);
}

SkyObject()
{
Geometry("all_fly_moncalamari_DOME");
NumObjects(2);
Height(170, 250);
VelocityZ(20, 50);
Distance(1500);
InDirectionFactor(2.5);
}

SkyObject()
{
Geometry("imp_fly_destroyer_DOME");
NumObjects(2);
Height(170, 250);
VelocityZ(20, 50);
Distance(1500);
InDirectionFactor(2.5);
}[/code]
EDIT:
:lol: just realized I didn't state the problem. While, the default Yavin sky shows up. I munged EVERYTHING.

Re: Bespin sky problem

Posted: Tue Apr 15, 2008 12:16 pm
by theultimat
I don't know what is up with the file, because I have exactly the same problem! :(
I tried the same with a Kaminoan sky, and it didn't work either!
Help would be good...

Re: Bespin sky problem

Posted: Tue Apr 15, 2008 12:35 pm
by Maveritchell
Did you make sure to copy over all the pertinent .msh and .tga files? If not, do that first.

If you have, then I'd bet the problem is that it's not munging the renamed .sky file, because the stamp that says when the file was last modified is an earlier date than the creation of your old .sky file. Sometimes Visualmunge won't munge if that's the case (this is probably a majority of the times Visualmunge "doesn't" munge something).

What you want to do, if you want to just use another map's sky, is to copy the contents of the .sky file (in this case bes1.sky) into your .sky file (***.sky) and save. That way it'll recognize the file as having been changed recently and needing to munge.

Re: Bespin sky problem

Posted: Fri Apr 18, 2008 11:39 am
by theultimat
Thank You!!
:D :) :lol:

Re: Bespin sky problem

Posted: Fri Apr 18, 2008 6:11 pm
by Fingerfood
I just had to modify it, then it munged it.
Thanks Mav'! I keep forgeting about Munge's silly date problem!

-solved-

Re: Bespin sky problem

Posted: Fri Apr 18, 2008 6:15 pm
by Xavious
Ace? I think you mean Maveritchell.

Also, a clean munge would work to make your new sky show up if you copied the entire sky file from the world's folder. But copying the contents is probably easier.

Re: Bespin sky problem

Posted: Fri Apr 18, 2008 6:40 pm
by Fingerfood
My bad... I guess I just looked at Ace's model gallery. But I fixed it, so this can be locked.