Skydome Issues, Random Light question, and random loadscreen

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lucasfart
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Skydome Issues, Random Light question, and random loadscreen

Post by lucasfart »

I've been having a few issues with my map atm.
1. I've tried adding one of Skyhammers custom skies, but ingame, the sky is a bright white colour.
2. i've tried adding random loadscreens using the following at the start of my ScriptInit:

Code: Select all

loadscreenrandom = math.random(1,6)
ReadDataFile("dc:Load\\DGB" .. loadscreenrandom .. ".lvl")
in my maps load folder are DGB1 through to 6. on loading, only the first one (DGB1) seems to work. all the others don't show up. all the reqs and textures are correctly set up. i've also tried a manual clean, to no effect.
3.Upon doing a manual clean, whenever i do a munge, it now munges EVERYTHING, not just updated files. In the munge are all the world1 scripts and all the maps objects and all common files.

The only Severity 3 errors in my log, after a ctrl f search, is this:
.\Graphics\Pc\pcRedTexture.cpp(227)
TEXTURE FORMAT NOT SUPPORTED WITH THIS CARD!
It shows up 16 times at the end of the log. I've been getting it for a long time now, and it has made little difference so far.....


EDIT: Another question i forgot to ask :mrgreen: . With random lighting, do objects/units keep the correct shadows for each random lighting or is it the same for all of them?
Last edited by lucasfart on Fri Feb 26, 2010 7:49 pm, edited 1 time in total.
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Fiodis
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Re: Skydome Issues, Random Light question, and random loadscreen

Post by Fiodis »

It's supposed to munge everything after a manual clean.

Sadly, no one has ever got cyclic loadscreens to work. I believe Tean mentioned that he once had the code, but lost it in a hard drive failure or something.
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lucasfart
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Re: Skydome Issues, Random Light question, and random loadscreen

Post by lucasfart »

Fiodis wrote:It's supposed to munge everything after a manual clean.
I don't think you get me. EVERY time i munge now, it remunges everything, not just the updated files.
Fiodis wrote:Sadly, no one has ever got cyclic loadscreens to work. I believe Tean mentioned that he once had the code, but lost it in a hard drive failure or something.
Really? i thought people could still add random loadscreens? Yeah, i was reading over that the other day, but i thought that was something a bit different.......
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Sky_216
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Re: Skydome Issues, Random Light question, and random loadscreen

Post by Sky_216 »

Can't help with the skies I'm afraid, all worked fine for me. :S

Fiodis wrote:It's supposed to munge everything after a manual clean.

Sadly, no one has ever got cyclic loadscreens to work. I believe Tean mentioned that he once had the code, but lost it in a hard drive failure or something.
What? Yes, they have. Aman/Pinguin did and so did I. Very simple.

You use different folders. Not 100% sure if this is right (I set it up for a map, it worked but because DS has heaps of maps I removed it to save file size). So here's an example, not 100% sure it'll work though......

Step 1 - munge loadscreen. Make an extra folder inside the Load folder of your map's addon folder, call it Load1 or something. Put loadscreen lvl file in there. Repeat, this time making a different folder + loadscreen. Loadscreens should have same name.

Step 2 - edit luas.

bit 1 (in ScriptPostLoad)
load = math.random(1,2)
loadscreen()
bit 2 (seperate function between ScriptPostLoad and ScriptInit)
function loadscreen()
if load == 1 then
ReadDataFile("dc:Load\\Load1\\common.lvl")
elseif load == 2 then
ReadDataFile("dc:Load\\Load2\\common.lvl")
end
end
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lucasfart
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Re: Skydome Issues, Random Light question, and random loadscreen

Post by lucasfart »

Skyhammer_216 wrote:Can't help with the skies I'm afraid, all worked fine for me. :S

Fiodis wrote:It's supposed to munge everything after a manual clean.

Sadly, no one has ever got cyclic loadscreens to work. I believe Tean mentioned that he once had the code, but lost it in a hard drive failure or something.
What? Yes, they have. Aman/Pinguin did and so did I. Very simple.

You use different folders. Not 100% sure if this is right (I set it up for a map, it worked but because DS has heaps of maps I removed it to save file size). So here's an example, not 100% sure it'll work though......

Step 1 - munge loadscreen. Make an extra folder inside the Load folder of your map's addon folder, call it Load1 or something. Put loadscreen lvl file in there. Repeat, this time making a different folder + loadscreen. Loadscreens should have same name.

Step 2 - edit luas.

bit 1 (in ScriptPostLoad)
load = math.random(1,2)
loadscreen()
bit 2 (seperate function between ScriptPostLoad and ScriptInit)
function loadscreen()
if load == 1 then
ReadDataFile("dc:Load\\Load1\\common.lvl")
elseif load == 2 then
ReadDataFile("dc:Load\\Load2\\common.lvl")
end
end
I tried doing exactly that, using the same method as random skies, but didn't add the extra folder(Load1 etc). is that totally necessary?
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Re: Skydome Issues, Random Light question, and random loadscreen

Post by Maveritchell »

Skyhammer_216 wrote:
Fiodis wrote:Sadly, no one has ever got cyclic loadscreens to work. I believe Tean mentioned that he once had the code, but lost it in a hard drive failure or something.
What? Yes, they have. Aman/Pinguin did and so did I. Very simple.
Neither of you understood what the other are saying, but for what it's worth, neither you or Pinguin did what Fiodis is talking about. Teancum has, but it's only because he had access to the source load.lvl files.

There is a difference between random loadscreens and cyclic loadscreens. The first is possible, the second is not.

Any mod map looks for a "loadscreen.texture". That picture, by default, is the "Star Wars Battlefront II" logo superimposed over an image of Mustafar. When you make a custom loadscreen, you're just making a .lvl file that loads a new loadscreen.tga (which is munged into a .texture file), and it is loaded second and "overwrites" the default loadscreen.texture for that mission. You can load a "loadscreen.texture" from any number of .lvl files, so long as the .lvl files are named differently and/or are in different directories.

Stock maps do something else; they have several different loadscreens for each map - for example, cor_1.texture, cor_2.texture, cor_3...etc. As the map is loading (provided it takes enough time), the loadscreens will cycle through the available .texture files that map loads. It's tied to the map prefix (although not the one associated with the mission, specifically). Since mod maps only look for one texture, they do not cycle.
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Re: Skydome Issues, Random Light question, and random loadscreen

Post by lucasfart »

could someone help me with the manual clean issue? with it the way it is, it takes a lot longer to do make any changes to a map.
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