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The unnofficial "fat_walrus needs help" topic
Posted: Tue Jun 13, 2006 1:38 pm
by fat_walrus
clean munge...what does this exactly do?
RE: clean munge...
Posted: Tue Jun 13, 2006 2:06 pm
by Kyross
I bet when people say they will make one topic for all their questions, it's because of you. I count 7 help topics form you on just the first page.
Cleaning is like unmunging, basically.
RE: clean munge...
Posted: Tue Jun 13, 2006 2:11 pm
by fat_walrus
Really, sorry, I won't do that anymore. Thanks for telling me that I'm being really annoying, didn't notice that *smacks self in the face*.
Thanks, and I looked in a lot of other topics to find out how to change the sky, but it isn't working. I replaced ABC.sky with a renamed hoth1.sky, copied all of the files that the hoth1.sky says, but the sky in the game isn't changing. the ZE sky is, what's going on? I followed the Getting_Started doc but I must have done something wrong

RE: clean munge...
Posted: Tue Jun 13, 2006 2:20 pm
by Kyross
There are a few things you have to be sure of. Some shipped worlds have a PC folder in their world# folder. Those sometimes contian excess sky files. Once you have copied over all the neede files for the sky, you have to open the .sky file for that world and your own .sky, and completely copy over the contents to overwirte your default. This will call the files you copied. There should be a dome model, a texture for it, possibly a .tga.option and a .msh.option. Then there will likely be some planet specific effects/objects/textures for distances etc. If you're confident though you can mess with the sky file(your own not the shipped one) to remove what you don't want.
RE: clean munge...
Posted: Tue Jun 13, 2006 2:44 pm
by fat_walrus
Thanks, I'll try that.
RE: clean munge...
Posted: Tue Jun 13, 2006 3:04 pm
by Kyross
If it doesn't work out I can post a list of the files you'd need.
RE: clean munge...
Posted: Tue Jun 13, 2006 3:05 pm
by fat_walrus
Not working :\
EDIT: Thank you for putting some of your time into making a list of the files
RE: clean munge...
Posted: Tue Jun 13, 2006 3:21 pm
by Kyross
Doesn't take much time really, I just have to look over what's there and see what is needed.
Aha, in the shipped>worlds>hot>world1>pc folder copy everything there to your own folder.
Then delete everything in ABC.sky and paste in it:
SkyInfo()
{
Enable(1);
FogColor(203,201,203);
FogRange(100.0, 1000.000000);
PS2()
{
NearSceneRange(0.5, 200.000000, 270.000000);
NearSplitScreenRange(1.000000, 140.000000, 200.000000);
FarSceneRange(800.000000);
}
PC()
{
NearSceneRange(90.0, 250.0, 120.0, 300.0);
FarSceneRange(400.000000, 1400.0);
}
XBOX()
{
NearSceneRange(0.5, 200.000000, 270.000000);
NearSplitScreenRange(1.000000, 200.000000, 270.000000);
FarSceneRange(800.000000);
}
}
DomeInfo()
{
Texture("SKY_Hoth.tga");
Angle(190.000005);
Ambient(128.000038, 128.000038, 128.000038);
Softness(1);
SoftnessParam(60);
PC()
{
//TerrainBumpDetail("hoth_bump", 1.0, 0.3);
}
XBOX()
{
//TerrainBumpDetail("hoth_bump", 1.0, 0.3);
}
DomeModel()
{
Geometry("hoth_sky_dome");
}
DomeModel()
{
Geometry("hoth_mountain");
Offset(80.0);
MovementScale(0.995);
}
PS2()
{
DomeModel()
{
Geometry("hoth_mountain_2");
Offset(70.0);
MovementScale(0.995);
}
}
LowResTerrain()
{
Texture("hoth");
PatchResolution(6);
}
}
Welcome to Hoth. If this is right the sky in zeroedit should show some change.
RE: clean munge...
Posted: Tue Jun 13, 2006 3:43 pm
by fat_walrus
It still shows the YAV sky, but the hoth sky is in ZE
RE: clean munge...
Posted: Tue Jun 13, 2006 6:17 pm
by fat_walrus
Now I have a different problem:
I put the stardestroyer hanger suspended in the air with a command post in it and all the mula. I munge it, then when I play the level, it isn't there and you fall and die. Is there something I need to do to make this object appear? I copied all of the files needed over from a space map.

RE: clean munge...
Posted: Wed Jun 14, 2006 5:28 am
by Talibanman
it may now be reading the old .lvl file. delete the map from addon, clean and remunge.
RE: clean munge...
Posted: Wed Jun 14, 2006 11:32 am
by Kyross
Wat tali said. Sometimes munging only goes so far and you have to delete the folder and remunge to make a shiny brand new one.
RE: clean munge...
Posted: Wed Jun 14, 2006 1:00 pm
by fat_walrus
Thanks, got that working. Now all I need is the sky

RE: clean munge...
Posted: Thu Jun 15, 2006 3:01 pm
by fat_walrus
Sorry for the bump, but I have another question. How do I add the dome flyers? Do I just post them in the LUA, or do I have to do something special?
RE: clean munge...
Posted: Thu Jun 15, 2006 3:09 pm
by Talibanman
they should have their place in the .sky file i think..
RE: clean munge...
Posted: Thu Jun 15, 2006 3:17 pm
by Kyross
Indeed. You add them as done objecs in the .sky file. Depending on what you want flying around decides what you put in that file.
RE: clean munge...
Posted: Thu Jun 15, 2006 3:35 pm
by fat_walrus
Thanks I'll try that now
Another question:
Do hubs override Barriers?
RE: clean munge...
Posted: Thu Jun 15, 2006 3:52 pm
by Kyross
If you have a path that is crossed by a barrier they will get stuck at the barrier, hubs are just points telling the AI where to go.
RE: clean munge...
Posted: Thu Jun 15, 2006 4:01 pm
by fat_walrus
1) So there is no way to override a barrier?
2) And a bit of a dumb question, but they travel through the hub not between 2 hubs, correct?
PS
You are a huge help Kyross :chew:
RE: clean munge...
Posted: Thu Jun 15, 2006 4:28 pm
by Kyross
To my understanding when you connect hubs they ove along thise lines and may stand in a hub, then you can also tag hubs to get certain behaviour eg a patrol path or a place where a sniper will settle down.
I try. Did deleting and remunging work for the sky? If it apears in zeroedit as hoth sky then you did it right. If it isn't appearingin game that is a bit concerning.