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Space dome question

Posted: Tue Jun 16, 2009 3:00 pm
by 501st_commander
how do i get a dome like this (the hoth one),
Image
in a land map? and where are the odfs for them?
also the space stars one, is that a dome also?

EDIT:
i want to make somthing like this, but without the clouds,
http://www.youtube.com/watch?v=q4zNmKmZ ... annel_page

thanks

Re: Space dome question

Posted: Tue Jun 16, 2009 4:17 pm
by computergeek
It's just like any other sky, add it with the sky file. See the Getting Started doc for help on changing skies

Re: Space dome question

Posted: Tue Jun 16, 2009 4:25 pm
by 501st_commander
im new to the .sky file so... how?

Re: Space dome question

Posted: Tue Jun 16, 2009 4:42 pm
by AQT
Getting_Started.doc wrote:Changing the Default Sky

By default, the template map uses the sky file from Yavin. Changing this is a fairly simple thing to do. Browse to the world that you want to use the sky file from (again, I’ll use Kashyyyk as our example) in \BF2_ModTools\assets\worlds\KAS\world2 and copy the sky file (kas2.sky) into your mod worlds folder (\data_abc\worlds\abc\world1) and rename it to abc.sky (where abc is the 3-letter name that you gave your world when you first created it). Open up that sky file, and search for which assets are used by the sky file, and you’ll need to copy those assets into your mod level’s world folder (\data_abc\worlds\abc\world1). They will be a/some sky .msh files, and some textures. Only worry about files that are actually located in the assets\worlds\KAS\world2 folder. If there are files that the sky file is looking for that aren’t located there, then don’t worry about those.
Sounds pretty easy.

Re: Space dome question

Posted: Tue Jun 16, 2009 4:46 pm
by 501st_commander
but, can you add a sky like in my first post to a land battle and have it so you can move through it like in the video with out the clouds?

the clouds will be the sky i have and when you are in "space" you see the sky like in the first post.

Re: Space dome question

Posted: Tue Jun 16, 2009 4:53 pm
by AQT
Well, let's look at the spa_hot.sky file

Code: Select all

DomeInfo()
{
	DomeModel()
  	{	
  		Geometry("spa1_sky");
		rotationspeed(0.0001,0.0,1.0,0);
  	}
	
  	DomeModel()
  	{	
  		Geometry("spa8_sky_nebula1");
  	}
	DomeModel()
  	{	
  		Geometry("spa8_sky_horizon");
  	}
  	DomeModel()
  	{	
  		Geometry("spa8_sky_Hoth");
  	}
	DomeModel()
  	{	
  		Geometry("spa8_sky_landmass");
  	}
	DomeModel()
  	{	
  		Geometry("spa8_sky_planetclouds");
	}
  	DomeModel()
  	{	
  		Geometry("spa8_sky_planethaze");
	}
    	
    	DomeModel()
  	{	
  		Geometry("spa3_sky_explosions");
		rotationspeed(0.001, 0,1.0,0);
	 	Effect("spa_sfx_skydomeexplosions", "hp_1", 1.0);
		Effect("spa_sfx_skydomeexplosions", "hp_2", 3.0);
		Effect("spa_sfx_skydomeexplosions", "hp_4", 1.0);
		Effect("spa_sfx_skydomeexplosions", "hp_5", 2.0);
		Effect("spa_sfx_skydomeexplosions", "hp_7", 1.0);
		Effect("spa_sfx_skydomeexplosions", "hp_8", 2.0);
		Effect("spa_sfx_skydomeexplosions", "hp_11", 3.0);
		Effect("spa_sfx_skydomeexplosions", "hp_12", 1.0);
		Effect("spa_sfx_skydomeexplosions", "hp_15", 2.0);
	
	}

    	Stars()
    	{
        RandomSeed(1);
        TwinkleFactor(0.5);
        TwinkleFrequency(0.1);
        Color(255, 255, 255, 255);
        EnableBottom(1);
        XBOX()
        {
            NumStars(3000);
            BrightStarPercent(70.0);
            AlphaMin(15);
            ColorSaturation(0.5);
        }
        PC()
        {
            NumStars(8000);
            BrightStarPercent(70.0);
            AlphaMin(15);
            ColorSaturation(.75);
        }
        PS2()
        {
            NumStars(700);
            StarTexture("fx_star");
            BrightStarPercent(10.0);
            AlphaMin(10);
            ColorSaturation(0.2);
        }
    }
}
I'm assuming you don't want the planet in there? Just remove these lines

Code: Select all

	DomeModel()
  	{	
  		Geometry("spa8_sky_landmass");
  	}
	DomeModel()
  	{	
  		Geometry("spa8_sky_planetclouds");
	}
  	DomeModel()
  	{	
  		Geometry("spa8_sky_planethaze");
	}
You can find this .sky file along with many other space ones in the BF2_ModTools\space_template\Worlds\@#$\sky folder.

Re: Space dome question

Posted: Tue Jun 16, 2009 4:57 pm
by 501st_commander
ok,
how do i add that to the map or sky file?

Re: Space dome question

Posted: Tue Jun 16, 2009 6:22 pm
by AQT
Just follow the directions from my first post (or should I say the Getting_Started.doc). Simple as apple pie.

Re: Space dome question

Posted: Tue Jun 16, 2009 7:24 pm
by 501st_commander
before i try this,
do i add this to the sky file, or do i replace it? i want to keep the sky i have now but have a dome for the "space" so it looks like a planet.

sorry for all the questions.

Re: Space dome question

Posted: Tue Jun 16, 2009 7:33 pm
by AQT
Ok, so looking at the picture you posted, you want that planet thing in your map's sky? Just add these lines to your .sky file then.

Code: Select all

   DomeModel()
     {   
        Geometry("spa8_sky_landmass");
     }
   DomeModel()
     {   
        Geometry("spa8_sky_planetclouds");
   }
     DomeModel()
     {   
        Geometry("spa8_sky_planethaze");
   }
I hope this is what you mean, correct me if I'm wrong.

Re: Space dome question

Posted: Tue Jun 16, 2009 7:50 pm
by 501st_commander
just to make sure, thay say a picture says a thousand words so,
this is on the planet:
Image

in "space":
Image

and its the same dome. how do i do that?

Re: Space dome question

Posted: Tue Jun 16, 2009 8:01 pm
by AQT
D'oh! I get what you are saying now. But the answer is, it is impossible to have a sky dome withing a sky dome. What the person did in the video was have clouds (sky objects) covering the entire map to a certain height while having a black sky texture. It's just an illusion.

Re: Space dome question

Posted: Tue Jun 16, 2009 8:20 pm
by 501st_commander
but how did that guy make the dome in those pictures?

Re: Space dome question

Posted: Tue Jun 16, 2009 8:34 pm
by AQT
What's your definition of a "dome?" Mine is a hollow half-sphere.

Re: Space dome question

Posted: Tue Jun 16, 2009 9:06 pm
by 501st_commander
yes

Re: Space dome question

Posted: Tue Jun 16, 2009 9:31 pm
by Maveritchell
501st_commander wrote:but how did that guy make the dome in those pictures?
He made a collisionless mesh textured on one side to look like sky and on the other to look like a planet. The only skydome in those pictures is the space skydome.

Re: Space dome question

Posted: Tue Jun 16, 2009 9:39 pm
by 501st_commander
where is the space skydome msh?

Re: Space dome question

Posted: Wed Jun 17, 2009 12:08 pm
by AQT
BF2_ModTools\space_template\Worlds\@#$\msh

Re: Space dome question

Posted: Thu Jun 18, 2009 9:52 am
by 501st_commander
ok,
i put it in ze and is very small and i cant get it bigger..

Re: Space dome question

Posted: Thu Jun 18, 2009 9:59 am
by Fiodis
You do not place it in ZE, you reference it in your SKY file. I feel somewhat like I'm going around in circles here, but maybe that's just me. You place the .msh and the .tga in your world1 folder, open up the sky file, find where it references whichever dome it is using, and edit it there so that it reads your new dome instead.