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Re: Battle of Teth (B'omarr Monastery)
Posted: Mon Mar 01, 2010 7:55 am
by Delta-1035
Awesome, just like the film.

Re: Battle of Teth (B'omarr Monastery)
Posted: Mon Mar 01, 2010 8:44 am
by Darth_Spiderpig

Holy Cow, amazing.

Re: Battle of Teth (B'omarr Monastery)
Posted: Mon Mar 01, 2010 10:06 am
by Hawk
It looks loke the film. Very good!

Re: Battle of Teth (B'omarr Monastery)
Posted: Mon Mar 01, 2010 10:37 am
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?
Re: Battle of Teth (B'omarr Monastery)
Posted: Mon Mar 01, 2010 10:44 am
by Darth_Spiderpig
Good question.
My advice: Try it out.

Re: Battle of Teth (B'omarr Monastery)
Posted: Mon Mar 01, 2010 8:35 pm
by DarthHamster
Oh man, this is looking incredible! Keep up the amazing modding.
Re: Battle of Teth (B'omarr Monastery)
Posted: Tue Mar 02, 2010 8:30 pm
by ForceMaster
kill dome objects not work...
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.
Re: Battle of Teth (B'omarr Monastery)
Posted: Tue Mar 02, 2010 8:34 pm
by Eggman
ForceMaster wrote:kill dome objects not work...
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.
Re: Battle of Teth (B'omarr Monastery)
Posted: Tue Mar 02, 2010 8:40 pm
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.
Re: Battle of Teth (B'omarr Monastery)
Posted: Wed Mar 03, 2010 12:48 am
by Sky_216
ForceMaster wrote:kill dome objects not work...
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.
Re: Battle of Teth (B'omarr Monastery)
Posted: Wed Mar 03, 2010 9:52 am
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!!!!

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

Re: Battle of Teth (B'omarr Monastery)
Posted: Thu Mar 04, 2010 3:24 pm
by Filipinio
nice work so far ForceMaster
cant wait fir the release
Re: Battle of Teth (B'omarr Monastery)
Posted: Sat Mar 06, 2010 6:13 am
by Freestalker.fr
The Venator have 8 heavy turbo battery turrets and 2 medium turbo canon.

And look the opencircle fleet badge.
Re: Battle of Teth (B'omarr Monastery)
Posted: Sat Mar 06, 2010 6:47 am
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....
Re: Battle of Teth (B'omarr Monastery)
Posted: Sat Mar 06, 2010 11:42 am
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
Re: Battle of Teth (B'omarr Monastery)
Posted: Sun Mar 07, 2010 10:34 pm
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.....
Re: Battle of Teth (B'omarr Monastery)
Posted: Mon Mar 08, 2010 9:48 am
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?

Re: Battle of Teth (B'omarr Monastery)
Posted: Wed Mar 10, 2010 3:09 am
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"
}
Re: Battle of Teth (B'omarr Monastery)
Posted: Wed Mar 10, 2010 11:53 am
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

),
It have two versions, without cloth and clothed.
Re: Battle of Teth (B'omarr Monastery)
Posted: Wed Mar 10, 2010 11:55 am
by CommanderBacara/CC-1138
awesome FM

!!!!!!!!!!!!
