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Problems with sky and air

Posted: Wed Nov 18, 2009 5:00 am
by [TFA]Padawan_Fighter
Hi, I was making a forest-jungle-like map, but when I ran BF2 to test it, this happened:

http://www.xfire.com/video/192482/

-Squares are flying everywhere.

-The Felucia sun is there out of nowhere.

-There's that annoying blue haze again.

I think I know how to fix those 3, but most of all:

-The sky is black, instead of having my custom sky file in there. Here's a picture of what it basically looks like (minus the bottom part and resized down):
Hidden/Spoiler:
Image


I am currently confuzzled. Anyone know how to fix this?

Re: Problems with sky and air

Posted: Wed Nov 18, 2009 5:05 am
by Recon Trooper
The sky file has to be the deminsions of 1024 x 512.

Also, snip off the brand mark on the picture, it looks better.

Re: Problems with sky and air

Posted: Wed Nov 18, 2009 5:17 am
by [TFA]Padawan_Fighter
-.-
Recon Trooper wrote:The sky file has to be the deminsions of 1024 x 512.

Also, snip off the brand mark on the picture, it looks better.
[TFA]Padawan_Fighter wrote: a picture of what it basically looks like (minus the bottom part and resized down)


1: I did. and 2: I did. -.-

Re: Problems with sky and air

Posted: Wed Nov 18, 2009 5:22 am
by Recon Trooper
Hmmm, can't help you then :(

btw- if you used the felucia sky file, that could be your problem. I always use kas2.sky. Try that if you like :?

Re: Problems with sky and air

Posted: Wed Nov 18, 2009 5:30 am
by [TFA]Padawan_Fighter
Nope, got the default sky file.


*EDIT* Wait...the default Yavin sky has a skydome...my custom one doesn't. >.<


*Another edit* Well, I renamed it to sky_yav2. That didn't work. Still black with a Felucia sun.

Re: Problems with sky and air

Posted: Wed Nov 18, 2009 5:35 am
by DarthD.U.C.K.
the sky becomes black when you use a texture on a skydome that doesnt fit (or obviously when you dont have the texture in your world folder)
these squares appear because battlefront cant find a texture of some (mist/envvironmental?!)effect
and the blue mist can be disabled in the fog settings in the .sky file, its the common setting when you create a modmap

Re: Problems with sky and air

Posted: Wed Nov 18, 2009 5:35 am
by Recon Trooper
Use the kas2.sky and copy kas2_sky_dome.msh.

I think its because those panoramic textures were for dome msh. Yavin uses the default dome. Kas2 doesn't, it uses its own dome msh. So just try and copy the files that kas2 needs for its .sky and replace them with yours.

Just a suggestion.

Re: Problems with sky and air

Posted: Wed Nov 18, 2009 5:51 am
by [TFA]Padawan_Fighter
Okay, I got the sky problem fixed (fixed up the .sky file), but I still have the squares, and the Felucia sun. How do I take out that sun, put a different one in it's place, and move it someplace else?

Re: Problems with sky and air

Posted: Wed Nov 18, 2009 5:53 am
by Recon Trooper
Off-topic- I was just wondering for future problems, how did you fix the sky?

Re: Problems with sky and air

Posted: Wed Nov 18, 2009 6:02 am
by [TFA]Padawan_Fighter
@Recon: I DID rename it back to sky_yav2.tga, but I forgot to reference it in the .sky file. But I did now, so the MAIN sky part is fixed.

Re: Problems with sky and air

Posted: Wed Nov 18, 2009 6:34 am
by DarthD.U.C.K.
and you can fix the other problems easily by reading my post :)

Re: Problems with sky and air

Posted: Wed Nov 18, 2009 4:08 pm
by Fiodis
DarthD.U.C.K. wrote:these squares appear because battlefront cant find a texture of some (mist/envvironmental?!)effect
Note also that your floating specks are squares. You're missing their texture as well.
[TFA]Padawan_Fighter wrote:Okay, I got the sky problem fixed (fixed up the .sky file), but I still have the squares, and the Felucia sun. How do I take out that sun, put a different one in it's place, and move it someplace else?
Edit the sky file.

And a note - there's nothing arcane about the Felucia sky that causes that. You can use the Felucia skydome perfectly well.

Re: Problems with sky and air

Posted: Wed Nov 18, 2009 6:14 pm
by bobfinkl
Fiodis wrote:[TFA]Padawan_Fighter wrote:
Okay, I got the sky problem fixed (fixed up the .sky file), but I still have the squares, and the Felucia sun. How do I take out that sun, put a different one in it's place, and move it someplace else?

Edit the sky file.

And a note - there's nothing arcane about the Felucia sky that causes that. You can use the Felucia skydome perfectly well.
False, the sun is defined by the .fx file, unless you mean the less efficient way which is to edit the sky's texture.

Re: Problems with sky and air

Posted: Wed Nov 18, 2009 6:46 pm
by [TFA]Padawan_Fighter
Yeah, but that's the problem, I'm not USING the Felucia skydome. I'm using the default one. And so far, I don't see anything in my effects folder that has the squares and the sun.

Re: Problems with sky and air

Posted: Thu Nov 19, 2009 2:59 am
by Recon Trooper
In your world1 folder?

Re: Problems with sky and air

Posted: Thu Nov 19, 2009 3:18 am
by [TFA]Padawan_Fighter
Nope, not there either.


*EDIT* Here is my FX file:
Hidden/Spoiler:
Effect("ColorControl")
{
Enable(1);
XBOX()
{
GammaBrightness(0.48);
GammaContrast(0.54);
}
PC()
{
GammaBrightness(0.48);
GammaContrast(0.55);
}

}


Effect("hdr")
{
Enable(1)
DownSizeFactor(0.25)
NumBloomPasses(3)
MaxTotalWeight(1.0)
GlowThreshold(0.5)

GlowFactor(1.0)

}



Effect("Blur")
{
PS2()
{
Enable(1);
Mode(1)
ConstantBlend(0.35)
DownSizeFactor(0.35)
}
PC()
{
Enable(0);
Mode(1)
ConstantBlend(0.3)
DownSizeFactor(0.25)
}
XBOX()
{
Enable(1);
Mode(1)
ConstantBlend(0.3)
DownSizeFactor(0.25)
}
}


Effect("Godray")
{
Enable(1);
MaxGodraysInWorld(100);
PS2()
{
MaxGodraysOnScreen(3);
}
PC()
{
MaxGodraysOnScreen(10);
}
XBOX()
{
MaxGodraysOnScreen(3);
}
OffsetAngle(0.000000);
DustVelocity(0.1, -0.2, 0.0);
MaxViewDistance(30);
}


Effect("Precipitation")
{
Enable(1);
Type("Quads");
Texture("fx_pollen");
ParticleSize(0.015);
Color(215, 255, 225);
Range(15.0);
Velocity(-0.3);
VelocityRange(1);
PS2()
{
ParticleDensity(18.0);
}
XBOX()
{
ParticleDensity(20.0);
}
PC()
{
ParticleDensity(50.0);
}
ParticleDensityRange(0.0);
CameraCrossVelocityScale(0.5);
CameraAxialVelocityScale(1.0);
AlphaMinMax(0.5, 0.9);
RotationRange(25);
}


Effect("Water")
{

// general parameters
PatchDivisions(4,4);

// ocean parameters
OceanEnable(0);

// water event parameters
WaterRingColor(148, 170, 192,255);
WaterWakeColor(192, 192, 192,255);
WaterSplashColor((192, 192, 192,255);



// PS2 parameters
PS2()
{
Tile(2.0,2.0);
Velocity(0.0,0.0);
LODDecimation(8);
MainTexture("fel1_water");
MinDiffuseColor(32, 40, 32, 188);
MaxDiffuseColor(128, 130, 128, 188);
BorderDiffuseColor(160, 160, 160, 255);
SpecularColor(192, 222, 192, 152);
SpeckleSpecularColor(200, 200, 200, 150);
SpeckleAmbientColor(50, 50, 50, 80);
SpeckleTextures("water_specularmask_",25, 4.0);
SpeckleTile(5.0, 5.0);
SpeckleScrollSpeed(0.11,0.11);
SpeckleCoordShift(5.0,5.0);
LightAzimAndElev(1.0,0.0);
OscillationEnable(0);
}


// XBOX parameters
XBOX()
{
Tile(2.0,2.0);
NormalMapTextures("water_normalmap_",16,8.0);
LODDecimation(1);
RefractionColor(5, 217, 255, 255);
ReflectionColor(255,255,255,255);
UnderwaterColor(61, 124, 144, 128);
FresnelMinMax(0.3,0.4);
Velocity(0.01, 0.001);
OscillationEnable(0);

}

// PC parameters
PC()
{
Tile(2.0,2.0);
MainTexture("fel1_water");
LODDecimation(1);
RefractionColor(5, 217, 255, 255);
ReflectionColor(57,90,138,255);
UnderwaterColor(61, 124, 144, 128);
FresnelMinMax(0.3,0.4);
FarSceneRange(1500)

NormalMapTextures("water_normalmap_",16,8.0);
BumpMapTextures("water_bumpmap_",16,8.0);
SpecularMaskTextures("water_specularmask_",25, 4);
SpecularMaskTile(3.0, 3.0);
SpecularMaskScrollSpeed(0.0,0.0);
Velocity(0.01,0.01);
OscillationEnable(0);

}

}


Effect("FogCloud")
{
Enable(1);
Texture("fx_fluffy.tga");
Range(30.0, 60.0);
Color(168, 172, 180, 128);
Velocity(5.0, 0.0);
Rotation(0.0);
Height(10.0);
ParticleSize(20.0);
ParticleDensity(30.0);
}



Effect("MotionBlur")
{
Enable(1);
}

Effect("ScopeBlur")
{
Enable(1);
}


SunFlare()
{
Angle(120.000000, 60.000000);
Color(215, 215, 255);
Size(5.0);
FlareOutSize(20.0);
NumFlareOuts(50);
InitialFlareOutAlpha(70);
HaloInnerRing(9.0, 60, 60, 255, 200);
HaloMiddleRing(20.0, 40, 40, 255, 100);
HaloOutterRing(40.0, 10, 10, 128, 0);
SpikeColor(200,200,245,128);
SpikeSize(16.0);
}

Effect("Shadow")

{

Enable(1)
BlurEnable(0)
Intensity(0.1)

}

Re: Problems with sky and air

Posted: Thu Nov 19, 2009 5:48 am
by AceMastermind
[TFA]Padawan_Fighter wrote:...I don't see anything in my effects folder that has the squares and the sun.
bobfinkl wrote:...the sun is defined by the .fx file, unless you mean the less efficient way which is to edit the sky's texture.
[TFA]Padawan_Fighter wrote:Nope, not there either.


*EDIT* Here is my FX file:
Hidden/Spoiler:
...
...
SunFlare()
{
Angle(120.000000, 60.000000);
Color(215, 215, 255);
Size(5.0);
FlareOutSize(20.0);
NumFlareOuts(50);
InitialFlareOutAlpha(70);
HaloInnerRing(9.0, 60, 60, 255, 200);
HaloMiddleRing(20.0, 40, 40, 255, 100);
HaloOutterRing(40.0, 10, 10, 128, 0);
SpikeColor(200,200,245,128);
SpikeSize(16.0);
}
...
...
[TFA]Padawan_Fighter wrote:...I don't see anything in my effects folder that has the squares and the sun.
Environment effects are defined in your world's fx file also.
DarthD.U.C.K. wrote:...these squares appear because battlefront cant find a texture of some (mist/envvironmental?!)effect.
[TFA]Padawan_Fighter wrote:Nope, not there either.


*EDIT* Here is my FX file:
Hidden/Spoiler:
...
...
Effect("Precipitation")
{
Enable(1);
Type("Quads");
Texture("fx_pollen");
ParticleSize(0.015);
Color(215, 255, 225);
Range(15.0);
Velocity(-0.3);
VelocityRange(1);
PC()
{
ParticleDensity(50.0);
}
ParticleDensityRange(0.0);
CameraCrossVelocityScale(0.5);
CameraAxialVelocityScale(1.0);
AlphaMinMax(0.5, 0.9);
RotationRange(25);
}
...
...
Effect("FogCloud")
{
Enable(1);
Texture("fx_fluffy.tga");
Range(30.0, 60.0);
Color(168, 172, 180, 128);
Velocity(5.0, 0.0);
Rotation(0.0);
Height(10.0);
ParticleSize(20.0);
ParticleDensity(30.0);
}
...
...

Re: Problems with sky and air

Posted: Thu Nov 19, 2009 6:19 am
by [TFA]Padawan_Fighter
Oh...so, I just remove those and I'm good to go?

Re: Problems with sky and air

Posted: Thu Nov 19, 2009 9:25 am
by DarthD.U.C.K.
that depends on if you want to keep these effects or if you dont want

Re: Problems with sky and air

Posted: Thu Nov 19, 2009 11:10 am
by [TFA]Padawan_Fighter
No, I don't want them.