Battle of Teth (B'omarr Monastery)

Working on a new map? Have a new mod out for swbf2?! Post an announcement of the up-coming release here.

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Re: Battle of Teth (B'omarr Monastery)

Post by Delta-1035 »

Awesome, just like the film. :thumbs:
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Re: Battle of Teth (B'omarr Monastery)

Post by Darth_Spiderpig »

:eek: Holy Cow, amazing. :eek:
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Re: Battle of Teth (B'omarr Monastery)

Post by Hawk »

It looks loke the film. Very good! :thumbs:
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Re: Battle of Teth (B'omarr Monastery)

Post by ForceMaster »

Thanks guys!


One question: someone know that is possible "kill" and "respawn" objects from the sky dome? the objects that the .sky file calls ingame. I mean: an LUA function killing an object like this

Code: Select all

KillObject("skydomeobjectname")
RespawnObject("skydomeobjectname")
so, is possible?
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Re: Battle of Teth (B'omarr Monastery)

Post by Darth_Spiderpig »

Good question. :?
My advice: Try it out. :P
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Re: Battle of Teth (B'omarr Monastery)

Post by DarthHamster »

Oh man, this is looking incredible! Keep up the amazing modding.
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Re: Battle of Teth (B'omarr Monastery)

Post by ForceMaster »

kill dome objects not work... :roll:

but, I 'm thinking about the random sky code (Skyhammer_216), can be loaded other sky dome model ingame? I.E. load an new sky after the map beggins. I only want to add and sunset / dusk to the mission.
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Re: Battle of Teth (B'omarr Monastery)

Post by Eggman »

ForceMaster wrote:kill dome objects not work... :roll:

but, I 'm thinking about the random sky code (Skyhammer_216), can be loaded other sky dome model ingame? I.E. load an new sky after the map beggins. I only want to add and sunset / dusk to the mission.
Unfortunately, I don't think the sky can be changed mid-game. You can only load one sky at the beginning of the match, and you can't adjust it's properties during the mission.
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Re: Battle of Teth (B'omarr Monastery)

Post by Master_Ben »

Try making an invisible (transparent) skydome, and place the skydome you want as an actual object ingame. You can kill/respawn them for sure.
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Re: Battle of Teth (B'omarr Monastery)

Post by Sky_216 »

ForceMaster wrote:kill dome objects not work... :roll:

but, I 'm thinking about the random sky code (Skyhammer_216), can be loaded other sky dome model ingame? I.E. load an new sky after the map beggins. I only want to add and sunset / dusk to the mission.

yes you can load a new sky and new lighting partway through. The second skydome has to be smaller than the first (scale it with a msh.option file). Load it the same way as a random sky but load it part way through the mission.
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Re: Battle of Teth (B'omarr Monastery)

Post by ForceMaster »

Skyhammer_216 wrote: yes you can load a new sky and new lighting partway through. The second skydome has to be smaller than the first (scale it with a msh.option file). Load it the same way as a random sky but load it part way through the mission.
OMG!!!! :bowdown: :bowdown: Many thanks Sky!
Skyhammer_216 wrote:WeatherMode = math.random(1,3)
weather()

Then put this function between load and init.

function weather()
if WeatherMode == 1 then
ReadDataFile("dc:AMI\\sky.lvl", "cloud")
elseif WeatherMode == 2 then
ReadDataFile("dc:AMI\\sky.lvl", "clear")
elseif WeatherMode == 3 then
ReadDataFile("dc:AMI\\sky.lvl", "rainy")
end
end

Ok, how I can manage the code?

I need that the sky change after an objective, so i have an idea how do that but I'm not sure about that:

first i need this lines in the LUA, right?

Code: Select all

WeatherMode = math.random(1,3)
weather()
then I have an objective to trigger the new sky after it is complete...

Code: Select all

Objective1.OnComplete = function(self)

function weather()
if WeatherMode == 1 then
ReadDataFile("dc:THT\\sky.lvl", "sunset")
It is correct?

I guess the sky (in world1 folder) go loaded by default when you start the game right? or I need add it by a code in LUA? Many thanks again :D
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Re: Battle of Teth (B'omarr Monastery)

Post by Filipinio »

nice work so far ForceMaster :thumbs:
cant wait fir the release
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Re: Battle of Teth (B'omarr Monastery)

Post by Freestalker.fr »

The Venator have 8 heavy turbo battery turrets and 2 medium turbo canon.
Image
And look the opencircle fleet badge.
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Re: Battle of Teth (B'omarr Monastery)

Post by lucasfart »

@ forcemaster: unless you want it to randomly change skies halfway through i would suggest skipping out the random part of the script. Just add in the ReadDataFile line and i'm pretty sure it will work fine. The math.random and all the rest is for randomly choosing a sky, and i'm sure you just have one in mind that you want to change it to....
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Re: Battle of Teth (B'omarr Monastery)

Post by ForceMaster »

lucasfart wrote:@ forcemaster: unless you want it to randomly change skies halfway through i would suggest skipping out the random part of the script. Just add in the ReadDataFile line and i'm pretty sure it will work fine. The math.random and all the rest is for randomly choosing a sky, and i'm sure you just have one in mind that you want to change it to....
I tried without these code, only put this....

ReadDataFile("dc:THT\\sky.lvl", "tht_dusk")

...under the OnComplete part of my current objective.

the red part is my sky.lvl, the blue part is one of my skyes in the sky folder.

And I make the sky folder with the new skyes and the respectives .req. then delete the LightName line of the .WLD file.

When the objective is complete the game crash... and I have not Sky and light from the begin
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Re: Battle of Teth (B'omarr Monastery)

Post by lucasfart »

ForceMaster wrote:
lucasfart wrote:@ forcemaster: unless you want it to randomly change skies halfway through i would suggest skipping out the random part of the script. Just add in the ReadDataFile line and i'm pretty sure it will work fine. The math.random and all the rest is for randomly choosing a sky, and i'm sure you just have one in mind that you want to change it to....
I tried without these code, only put this....

ReadDataFile("dc:THT\\sky.lvl", "tht_dusk")

...under the OnComplete part of my current objective.

the red part is my sky.lvl, the blue part is one of my skyes in the sky folder.

And I make the sky folder with the new skyes and the respectives .req. then delete the LightName line of the .WLD file.

When the objective is complete the game crash... and I have not Sky and light from the begin
Did you add the "tht_dusk" line to the sky.req?
I'm pretty sure your error is a slight mistake in the sky.lvl, not the ReadDataFile line.....
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Re: Battle of Teth (B'omarr Monastery)

Post by ForceMaster »

yes sir, I have the req file correct, otherwise i can have an .req error.

I have tested every sky per separated, I have 3 diferent skyes: "tht_sunset" , "tht_dusk" and "tht_night", everyone with diferent meshes and lighting files.

Do you have tried add it? :roll:
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Re: Battle of Teth (B'omarr Monastery)

Post by lucasfart »

I have succefully used it in about 3 maps, all worked perfectly. This may seem like a stupid question but have you got a custom .sky file for each? if you just have a lighting file, it won't load any skies from that. The lightig file only loads lighting, not skydomes/meshes. Also for rain/fog and other effects, use the .fx file.

could you post all relevant reqs(sky.req, skyname.req) and the relevant .sky file for your map if you have one. also make sure that in your sky's .req it has this line:

REQN
{
"sky"
"whateversky's.reqnameis"
}
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Re: Battle of Teth (B'omarr Monastery)

Post by ForceMaster »

Thanks dude! finally it works! even can be added using a timer, just make sure you do not have more than 10 objects (or SkyDomes) in its skies. I explain: if you load a sky early in the game and this has 3 Skydomes, you only have room for 7 more on that later charged, including spheres or semi spheres of skys.

Well, this is an new ventress model That I 'm making for this map, the released asj.lvl is crashing my game (I do'nt know why :? ),

Image

Image

Image

Image

It have two versions, without cloth and clothed.
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Re: Battle of Teth (B'omarr Monastery)

Post by CommanderBacara/CC-1138 »

awesome FM :eek: !!!!!!!!!!!! :thumbs:
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