Rotation/placement of skydomes (solved)

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Eggman
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Rotation/placement of skydomes (solved)

Post by Eggman »

I would like to rotate the skydome in my map 180 degrees or so, but can't figure out how (note that I'm talking about rotating it the way you would an object in ZE, not the rotationspeed values you can edit in .sky files).

Maveritchell posted a topic similar to this a while ago regarding the placement of skydome objects and I suggested using the Angle values used to move sun flares around, but now I have the same problem and tried that suggestion myself, and it doesn't work (even though angle values appear in some shipped .sky files - it seems like they don't have any effect).

Here's my .sky file for reference:
Hidden/Spoiler:
SkyInfo()
{
Enable(1);

PS2()
{
NearSceneRange(0.100000, 70.000000, 100.000000);
NearSplitScreenRange(0.100000, 50.000000, 60.000000);
FarSceneRange(3000.000000);
}
PC()
{
NearSceneRange(100.0, 150.0, 150.0, 200.0);
FarSceneRange(200.000000, 1000.0);
}
XBOX()
{
NearSceneRange(0.200000, 90.000000, 130.000000);
NearSplitScreenRange(0.200000, 70.000000, 100.000000);
FarSceneRange(3000.000000);
}
}

DomeInfo()
{
Texture("SKY_Tatooine2.tga");
Angle(0.000000, 90.000000);
Ambient(255.000000, 255.000000, 255.000000);
Filter(1);
Threshold(150);
Intensity(50);
TerrainColorDarkening();

Softness(1);
SoftnessParam(60);

XBOX()
{
TerrainBumpTexture("tat2_bump", 1.0);
}
PC()
{
TerrainBumpTexture("tat2_bump", 1.0);
}

DomeModel()
{
Geometry("tat2_sky_dome");
Angle(0.000000, 0.000000);
}

LowResTerrain()
{
Texture("tat2");
PatchResolution(4);
MaxDistance(3000);
}

}

SkyObject()
{
Geometry("rep_fly_assault_DOME");
NumObjects(2);
Height(350, 500);
VelocityZ(30, 50);
Distance(2500);
InDirectionFactor(2.5);
}

SkyObject()
{
Geometry("cis_fly_fedlander_DOME");
NumObjects(2);
Height(350, 500);
VelocityZ(30, 50);
Distance(2500);
InDirectionFactor(2.5);
}

SkyObject()
{
Geometry("all_fly_moncalamari_DOME");
NumObjects(2);
Height(350, 500);
VelocityZ(30, 50);
Distance(2500);
InDirectionFactor(2.5);
}

SkyObject()
{
Geometry("imp_fly_destroyer_DOME");
NumObjects(2);
Height(350, 500);
VelocityZ(30, 50);
Distance(2500);
InDirectionFactor(2.5);
}
Any insights?
Last edited by Eggman on Sat May 23, 2009 10:35 am, edited 1 time in total.
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Leo the Larg
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Re: Rotation/placement of skydomes

Post by Leo the Larg »

The way you rotate an object in ZE is once you have it selected, and appearing on map, right click and hold it, and move your mouse until desired rotation is required, then release right click.

I assume it would work in the way you are asking.
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Maveritchell
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Re: Rotation/placement of skydomes

Post by Maveritchell »

Skydomes (and skydome objects) appear to have a fixed orientation based on the orientation of the .msh itself. You can get around this by creatively texturing the .msh in a different way (or in the case of some skydome props, simply using a different prop .msh and adjusting the texture (with requisite transparency) to my liking.

I don't have a real answer for you, but that is certainly a viable way to work around the problem.
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Re: Rotation/placement of skydomes

Post by Eggman »

Maveritchell wrote:Skydomes (and skydome objects) appear to have a fixed orientation based on the orientation of the .msh itself. You can get around this by creatively texturing the .msh in a different way (or in the case of some skydome props, simply using a different prop .msh and adjusting the texture (with requisite transparency) to my liking.

I don't have a real answer for you, but that is certainly a viable way to work around the problem.
Changing the texture is what I was expecting I would need to do. I guess I'll just do that.
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Re: Rotation/placement of skydomes

Post by RepSharpshooter »

Eggman wrote:Changing the texture is what I was expecting I would need to do. I guess I'll just do that.
A quick way to do that is to go in GIMP and do layer > transform > offset, this will slide the image over without changing the size.


I also use this to offset on X and Y, then I can clean up texture seams that come into view, then offset back for a seamless texture.
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Eggman
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Re: Rotation/placement of skydomes

Post by Eggman »

RepSharpshooter wrote:
Eggman wrote:Changing the texture is what I was expecting I would need to do. I guess I'll just do that.
A quick way to do that is to go in GIMP and do layer > transform > offset, this will slide the image over without changing the size.


I also use this to offset on X and Y, then I can clean up texture seams that come into view, then offset back for a seamless texture.
I'll give that a try tomorrow. One relatively easy method I experimented with just a few minutes ago was cropping the image into two sections, then swapping them. It worked out just the way I wanted it to, except for a small seam where I hadn't quite cropped them perfectly. So if your idea doesn't work out for me, cropping certainly will; it just takes a lot of fine detail.

EDIT: Using offset in GIMP works perfectly. Thanks!
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