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Posted: Sat Mar 04, 2006 7:18 am
by NOS*Challenger
I need help please! I've tested a lot of times, many times!!When i put the coruscant sky the map crashes. I've tested many things done lot of maps to see and it is always same. Please help.Im going to be crazy.

Posted: Sat Mar 04, 2006 7:31 am
by Guest
NOS*Challenger
ask about this Teancum

Posted: Sun Mar 05, 2006 8:11 am
by NOS*Challenger
Okay so i've corrected some problems but i've a new one lol the visibility i think i can correct it in the sky files.

Posted: Sun Mar 05, 2006 8:45 am
by NOS*Challenger
I don't understand because whn i put the coruscant sky i've that in my sky folder :
SkyInfo()
{
ObjectVisibility(40.000000, 80.000000, 1600.000000);
FogColor(252, 252, 252);
FogRange(0.000000, 3000.000000);
NearSceneRange(50.0, 220.0, 60.0, 300.0);
FarSceneRange(450.000000, 1000.0);
AmbientColor(120, 101, 76);
TopDirectionalAmbientColor(120, 101, 76);
BottomDirectionalAmbientColor(126, 70, 35);
CharacterAmbientColor(209,156,73);
VehicleAmbientColor(189, 136, 53);
Enable(1559);
FogRamp(3);
}

SunInfo()
{
Angle(140.000005, -10.000011);
Color(120, 120, 120);
Texture("");
Degree(90.000011);
BackAngle(180.000022, 0.000000);
BackColor(128, 128, 128);
BackDegree(0.000000);
}


DomeInfo()
{
Texture("test");
Angle(190.000005);
Ambient(128.000038, 128.000038, 128.000038);
Filter(1);
Threshold(150);
Intensity(50);

Softness(1);
SoftnessParam(60);

PC()
{
TerrainBumpTexture("geo1_bump", 1.0);
}


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

DomeModel()
{
Geometry("geo_sky_arena");
Offset(-20.0);
MovementScale(0.995);
}
DomeModel()
{
Geometry("geo_sky_spire");
Offset(-20.0);
MovementScale(0.995);
}
DomeModel()
{
Geometry("geo_sky_dome_rim");
Offset(10.0);
MovementScale(0.995);
}

LowResTerrain()
{
Texture("geo1");
PatchResolution(7);
FogNear(300.0);
FogFar(700.0);
FogColor(142,82,38, 128);
DetailTexture("geo1_far_detail");
DetailTextureScale(0.25);
}
}


//Big rep flyer
SkyObject()
{
Geometry("rep_fly_assault_DOME");
NumObjects(2);
Height(200, 300);
VelocityZ(20, 50);
Distance(1500);
InDirectionFactor(2);
}

//Rep fighters
SkyObject()
{
Geometry("rep_fly_gunship_DOME");
NumObjects(20);
Height(80, 140);
VelocityZ(80, 120);
VelocityY(-10, 10);
Distance(600);
InDirectionFactor(0.5);
}

//CIS fighters
SkyObject()
{
Geometry("cis_fly_droidfighter_DOME");
NumObjects(20);
Height(80, 140);
VelocityZ(80, 100);
VelocityY(-10, 10);
Distance(300);
InDirectionFactor(0.5);
}

//CIS rockets
SkyObject()
{
Geometry("cis_fly_techounion_DOME");
NumObjects(8);
Height(0, 0);
VelocityY(10, 12);
Acceleration(0.0, 2.0, 0.0);
Distance(1000);
LifeTime(80.0);
}



but i must have that :

DomeInfo()
{
DomeModel()
{
Geometry("spa1_sky");
rotationspeed(0.0001,0.0,1.0,0);
}

DomeModel()
{
Geometry("spa2_sky_nebula1");
}
DomeModel()
{
Geometry("spa2_sky_horizon");
}
DomeModel()
{
Geometry("spa2_sky_coresant");
rotationspeed(0.0001,0.0,1.0,0);
}
DomeModel()
{
Geometry("spa2_sky_coresant_city");
}
DomeModel()
{
Geometry("spa2_sky_coresant_cityroads");
}
DomeModel()
{
Geometry("spa2_sky_planetclouds");
}
DomeModel()
{
Geometry("spa2_sky_coresant_haze");
}
DomeModel()
{
Geometry("spa2_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);
}
}


}



Any idea??

Posted: Sun Mar 05, 2006 11:01 am
by Teancum
You are not supposed to change it that way. Open up [mapname]_cmn.lua. Change this:

ReadDataFile("dc:[mapname]\\spa_sky.lvl", "end")

ReadDataFile("dc:[mapname]\\spa_sky.lvl", "cor")

Put your .sky file back to the way it was originally.

Posted: Sun Mar 05, 2006 12:12 pm
by NOS*Challenger
Yes, ive changed tat to cor but i've never put my sky file in the sky folder

Posted: Tue Mar 07, 2006 2:46 am
by NOS*Challenger
When i munge it can't find the req files. rha all the problems re on me.

Posted: Tue Mar 07, 2006 3:15 pm
by Stager00
Maybe I can help...Ive done a BETA of what your working on..although yours looks better. I might can help you troubleshoot your sky problems.

Feel free to PM me or email.

[email protected]

Might be later this evening before I reply...but Ill get back to you.

Posted: Thu Mar 09, 2006 12:02 pm
by NOS*Challenger
Ok i've add you to my msn hope you can help me and tks

Posted: Thu Mar 09, 2006 12:23 pm
by Stager00
Your .lua file should show this:

SetSpawnDelay(10.0, 0.25)

-- do any pool allocations, custom loading here
if myScriptInit then
myScriptInit()
myScriptInit = nil
end

ReadDataFile("dc:EXP\\spa_sky.lvl", "cor")

ReadDataFile("dc:EXP\\EXP.lvl", myGameMode)

SetDenseEnvironment("false")

SetParticleLODBias(15000)


Make sure spa_cor.sky is in your SKY folder.


If this doenst sort it out...Ill send you my folder so you can see what files are where.

Posted: Fri Mar 10, 2006 2:16 pm
by NOS*Challenger
Ok great thanks to Stager00 for his help :D
Now the map workls but it is not finished at all.
Some screens :
http://img463.imageshack.us/img463/9384/lbe2ou.jpg
http://img463.imageshack.us/img463/692/lbe15nk.jpg
http://img463.imageshack.us/img463/1262/lbe25wx.jpg

More to come

Posted: Fri Mar 10, 2006 2:25 pm
by Guest
NOS*Challenger
Cool... more scrennsz!

Posted: Fri Mar 10, 2006 4:18 pm
by Narlie-Charlie
Kick Diet Dr. Pepper!

Posted: Sat Mar 11, 2006 8:43 am
by TAW_MangaLord
Looks great Challenger!! :P
One thing though, you should put in some vehicles in the backdrop, meaning capital ships flying in the distance, that sort of stuff.
I knew how to do that sort of thing in SWBF 1, haven't got into SWBF 2 modding though, so I dont know if I'll be of much help.

Again, lookin good!