Give land space sky?

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linksith
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Give land space sky?

Post by linksith »

Hi. I've been wondering how to put the sky from space into a land map. I'm not sure how to make the sky an all-around thing that looks like it came from the space map but does anybody know how to do this? Thanks.
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Re: Give land space sky?

Post by Firefang »

You could try using the space skydome on your map.
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Re: Give land space sky?

Post by linksith »

Space maps don't have skydomes. :shock:
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Re: Give land space sky?

Post by Fiodis »

Yep, they do. Every sky has to have a skydome mesh onto which the texture is projected. Open up any sky file in BF2_ModTools\space_template\Worlds\@#$\sky and look at where it says "DomeModel".
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Re: Give land space sky?

Post by Eggman »

This has been said many times before, but for anyone who hasn't heard - there is virtually no difference between space and land maps. Space skydomes are set up slightly differently by default, but they function essentially in the same manner as skydomes for land maps.
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Re: Give land space sky?

Post by linksith »

So.... how do I get the part under the map to look like it is space?
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Re: Give land space sky?

Post by AQT »

You would have to use a sky dome MSH that is a sphere (like the stock space sky dome) and toggle in-game terrain to off. Settings are under the Terrain button (upper right corner area) in ZE.
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Re: Give land space sky?

Post by linksith »

Is turning the terrain off necessary?
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Re: Give land space sky?

Post by AQT »

Didn't you just ask:
linksith wrote:So.... how do I get the part under the map to look like it is space?
?

I don't know what it is that you are trying to do. If turning off the terrain is not necessary, then don't do it.
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Re: Give land space sky?

Post by linksith »

I want the terrain on it's just you said to turn the terrain off and I wanted to know if it was necessary.
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Re: Give land space sky?

Post by MrCrayon »

Copy all the sky file you want from the space template and shove them into your world folder. I think you need the reqs too (I load them anyway)

This always works hands-down, but as far as eliminating ground? Why don't you just click 'new terrain' and then set its size to like 1x1 square and leave it like that. Or maybe you could make a space map and just edit the addme and the luas and the layers to be conquest! Done deal!
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Re: Give land space sky?

Post by linksith »

AQT wrote:You would have to use a sky dome MSH that is a sphere (like the stock space sky dome)
Excuse me for my inability to think very well but where is the space sky dome located?
Mr. Crayon wrote:Copy all the sky file you want from the space template and shove them into your world folder. I think you need the reqs too (I load them anyway)

This always works hands-down, but as far as eliminating ground? Why don't you just click 'new terrain' and then set its size to like 1x1 square and leave it like that. Or maybe you could make a space map and just edit the addme and the luas and the layers to be conquest! Done deal!
I'll have to try that again sometime because it didn't work the first time I tried it.
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Re: Give land space sky?

Post by AQT »

The space skydome is called spa1_sky.msh and it is located in the BF2_ModTools\space_template\Worlds\@#$\msh folder.
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Re: Give land space sky?

Post by linksith »

Thanks for pointing out the location of the mesh, but it isn't working. I added it to the sky file but only half of the sky looked like space. Here is my current LUA...


Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveConquest")

-- REP Attacking (attacker is always #1)
local REP = 2;
local CIS = 1;
-- These variables do not change
local ATT = 1;
local DEF = 2;
---------------------------------------------------------------------------
-- FUNCTION: ScriptInit
-- PURPOSE: This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES: The name, 'ScriptInit' is a chosen convention, and each
-- mission script must contain a version of this function, as
-- it is called from C to start the mission.
---------------------------------------------------------------------------



function ScriptPostLoad()
DisableBarriers("frog")
DisableBarriers("close")
DisableBarriers("camp")

UnblockPlanningGraphArcs("connection71")

SetProperty("cp1", "Team", "1")
SetProperty("cp2", "Team", "2")
SetProperty("cp3", "Team", "2")
SetProperty("cp4", "Team", "2")
SetProperty("cp5", "Team", "1")
SetProperty("cp6", "Team", "1")
SetAIDamageThreshold("Comp1", 0 )
SetAIDamageThreshold("Comp2", 0 )
SetAIDamageThreshold("Comp3", 0 )
SetAIDamageThreshold("Comp4", 0 )
SetAIDamageThreshold("Comp5", 0 )
SetAIDamageThreshold("Comp6", 0 )
SetAIDamageThreshold("Comp7", 0 )
SetAIDamageThreshold("Comp8", 0 )
SetAIDamageThreshold("Comp9", 0 )
SetAIDamageThreshold("Comp10", 0 )



SetProperty("Kam_Bldg_Podroom_Door32", "Islocked", 1)

SetProperty("Kam_Bldg_Podroom_Door33", "Islocked", 1)
SetProperty("Kam_Bldg_Podroom_Door32", "Islocked", 1)
SetProperty("Kam_Bldg_Podroom_Door34", "Islocked", 1)
SetProperty("Kam_Bldg_Podroom_Door35", "Islocked", 1)
SetProperty("Kam_Bldg_Podroom_Door27", "Islocked", 0)
SetProperty("Kam_Bldg_Podroom_Door28", "Islocked", 1)
SetProperty("Kam_Bldg_Podroom_Door36", "Islocked", 1)
SetProperty("Kam_Bldg_Podroom_Door20", "Islocked", 0)
UnblockPlanningGraphArcs("connection71")

--Objective1
UnblockPlanningGraphArcs("connection85")
UnblockPlanningGraphArcs("connection48")
UnblockPlanningGraphArcs("connection63")
UnblockPlanningGraphArcs("connection59")
UnblockPlanningGraphArcs("close")
UnblockPlanningGraphArcs("open")
DisableBarriers("frog")
DisableBarriers("close")
DisableBarriers("open")

--blocking Locked Doors
UnblockPlanningGraphArcs("connection194");
UnblockPlanningGraphArcs("connection200");
UnblockPlanningGraphArcs("connection118");
DisableBarriers("FRONTDOOR2-3");
DisableBarriers("FRONTDOOR2-1");
DisableBarriers("FRONTDOOR2-2");

--Lower cloning facility
UnblockPlanningGraphArcs("connection10")
UnblockPlanningGraphArcs("connection159")
UnblockPlanningGraphArcs("connection31")
DisableBarriers("FRONTDOOR1-3")
DisableBarriers("FRONTDOOR1-1")
DisableBarriers("FRONTDOOR1-2")

--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}
cp5 = CommandPost:New{name = "cp5"}
cp6 = CommandPost:New{name = "cp6"}

--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, textATT = "game.modes.con", textDEF = "game.modes.con2", multiplayerRules = true}

--This adds the CPs to the objective. This needs to happen after the objective is set up
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)
conquest:AddCommandPost(cp5)
conquest:AddCommandPost(cp6)
conquest:Start()

EnableSPHeroRules()

SetProperty("cp2", "spawnpath", "cp2_spawn")
SetProperty("cp2", "captureregion", "cp2_capture")

BlockPlanningGraphArcs("group1");
BlockPlanningGraphArcs("connection165");
BlockPlanningGraphArcs("connection162");
BlockPlanningGraphArcs("connection160");
BlockPlanningGraphArcs("connection225");

OnEnterRegion(
function(regIn,character)
MoveEntityToNode(character,"tnintop")
end,
"tranintop"
)
ActivateRegion("tranintop")
end

function ScriptInit()
StealArtistHeap(2048*1024)
-- Designers, these two lines *MUST* be first!
SetPS2ModelMemory(3000000)
ReadDataFile("ingame.lvl")

ReadDataFile("sound\\kam.lvl;kam1cw")
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_jettrooper",
"rep_inf_ep3_officer",
"rep_hero_obiwan",
"rep_fly_vwing",
"rep_fly_anakinstarfighter_sc",
"rep_fly_arc170fighter_sc")
----"rep_bldg_defensegridturret")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_droideka",
"CIS_inf_officer",
"cis_hero_jangofett",
"cis_fly_tridroidfighter",
"cis_fly_greviousfighter",
"cis_fly_droidfighter_sc")
----"cis_bldg_defensegridturret")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_chaingun_roof",
"tur_weap_built_gunturret")

SetAttackingTeam(ATT)
SetupTeams{
rep = {
team = REP,
units = 32,
reinforcements = 150,
soldier = { "rep_inf_ep3_rifleman",9, 25},
assault = { "rep_inf_ep3_rocketeer",1, 4},
engineer = { "rep_inf_ep3_engineer", 1, 4},
sniper = { "rep_inf_ep3_sniper",1, 4},
officer = { "rep_inf_ep3_officer",1, 4},
special = { "rep_inf_ep3_jettrooper",1,4},
-- turret = { "rep_bldg_defensegridturret"},

},
cis = {
team = CIS,
units = 32,
reinforcements = 150,
soldier = { "CIS_inf_rifleman",9, 25},
assault = { "CIS_inf_rocketeer",1, 4},
engineer = { "CIS_inf_engineer", 1, 4},
sniper = { "CIS_inf_sniper",1, 4},
officer = { "CIS_inf_officer",1, 4},
special = { "cis_inf_droideka",1,4},
-- -- turret = { "cis_bldg_defensegridturret"},

},

}
SetHeroClass(REP, "rep_hero_obiwan")
SetHeroClass(CIS, "cis_hero_jangofett")


-- Level Stats
ClearWalkers()

AddWalkerType(0, 6) -- droidekas
local weaponCnt = 215
SetMemoryPoolSize("Aimer", 39)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 210)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 18)
SetMemoryPoolSize("EntityLight", 70)
SetMemoryPoolSize("EntitySoundStream", 3)
SetMemoryPoolSize("EntitySoundStatic", 84)
SetMemoryPoolSize("MountedTurret", 22)
SetMemoryPoolSize("Navigator", 50)
SetMemoryPoolSize("Obstacle", 800)
SetMemoryPoolSize("PathFollower", 50)
SetMemoryPoolSize("PathNode", 256)
SetMemoryPoolSize("SoundSpaceRegion", 36)
SetMemoryPoolSize("TentacleSimulator", 0)
SetMemoryPoolSize("TreeGridStack", 338)
SetMemoryPoolSize("UnitAgent", 50)
SetMemoryPoolSize("EntityFlyer", 6)
SetMemoryPoolSize("UnitController", 50)
SetMemoryPoolSize("Weapon", weaponCnt)

SetSpawnDelay(10.0, 0.25)
ReadDataFile("dc:PBK\\kam1.lvl", "kamino1_conquest")
SetDenseEnvironment("false")

-- AI
SetMinFlyHeight(-5000)
SetAllowBlindJetJumps(0)
SetMaxFlyHeight(800)
SetMaxPlayerFlyHeight(800)

-- Sound

voiceSlow = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

voiceQuick = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_quick", voiceQuick)

OpenAudioStream("sound\\global.lvl", "cw_music")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\kam.lvl", "kam1")
OpenAudioStream("sound\\kam.lvl", "kam1")


SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(REP, CIS, "rep_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, REP, "cis_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, CIS, "cis_off_com_report_us_overwhelmed", 1)

SetLowReinforcementsVoiceOver(REP, REP, "rep_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(REP, CIS, "rep_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, REP, "cis_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, CIS, "cis_off_victory_im", .1, 1)

SetAmbientMusic(REP, 1.0, "rep_kam_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_kam_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_kam_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_kam_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_kam_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_kam_amb_end", 2,1)

SetVictoryMusic(REP, "rep_kam_amb_victory")
SetDefeatMusic (REP, "rep_kam_amb_defeat")
SetVictoryMusic(CIS, "cis_kam_amb_victory")
SetDefeatMusic (CIS, "cis_kam_amb_defeat")

SetOutOfBoundsVoiceOver(2, "repleaving")
SetOutOfBoundsVoiceOver(1, "cisleaving")

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("WeaponUnableSelect", "com_weap_inf_weaponchange_null")
--SetSoundEffect("WeaponModeUnableSelect", "com_weap_inf_modechange_null")
SetSoundEffect("SpawnDisplayUnitChange", "shell_select_unit")
SetSoundEffect("SpawnDisplayUnitAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change")
SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplayBack", "shell_menu_exit")


SetAttackingTeam(ATT)

AddDeathRegion("deathregion")

AddCameraShot(0.564619, -0.121047, 0.798288, 0.171142, 68.198814, 79.137611, 110.850922);

AddCameraShot(-0.281100, 0.066889, -0.931340, -0.221616, 10.076019, 82.958336, -26.261774);

AddCameraShot(0.209553, -0.039036, -0.960495, -0.178923, 92.558563, 58.820618, 130.675919);

AddCameraShot(0.968794, 0.154227, 0.191627, -0.030506, -173.914413, 69.858940, 52.532421);

AddCameraShot(0.744389, 0.123539, 0.647364, -0.107437, 97.475639, 53.216236, 76.477089);

AddCameraShot(-0.344152, 0.086702, -0.906575, -0.228393, 95.062233, 105.285820, -37.661552);
end

function MoveEntityToNode(entIn,pathIn,nodeIn)
if not entIn then
print("Warning!: Entity not specified for move")
return false
elseif not pathIn then
print("Warning!: Path not specified for Entity " .. entIn .. " move")
return false
end

local node
if nodeIn then
node = nodeIn
else
node = 0
end

local locDest = GetPathPoint(pathIn,node)
local charUnit = GetCharacterUnit(entIn)
local charVeh = GetCharacterVehicle(entIn)
if charVeh then
SetEntityMatrix(charVeh,locDest)
elseif charUnit then
SetEntityMatrix(charUnit,locDest)
return true
end
return false
end
MrCrayon wrote:Copy all the sky file you want from the space template and shove them into your world folder. I think you need the reqs too (I load them anyway)

This always works hands-down
By the way, have you or anyone else done this before?
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Re: Give land space sky?

Post by acryptozoo »

might wanna post your sky file too
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Re: Give land space sky?

Post by linksith »

Oh, I didn't think of doing that. Here it is...
Hidden/Spoiler:
SkyInfo()
{
Enable(1);
FogColor(0, 0, 0);
FogRange(400.0, 1356.0);

PS2()
{
NearSceneRange(0.8, 60.0, 90.0);
FarSceneRange(800.0);
NearSplitScreenRange(0.8, 60.0, 90.0);
FarSplitScreenRange(0.0);
}
PC()
{
NearSceneRange(1500, 4500.0, 2000, 5000.0);
FarSceneRange(10000.000000, 10000.0);

FarSceneRange(10000.0);
FogRange(-167.0, 5000.0);
}
XBOX()
{
NearSceneRange(0.8, 60.0, 90.0);
FarSceneRange(800.0);
NearSplitScreenRange(0.8, 60.0, 90.0);
}
}

DomeInfo()
{
Texture("spa1_sky.tga");
Angle(-90.000000);
Ambient(255.000000, 255.000000, 255.000000);
Softness(1);
SoftnessParam(60);

XBOX()
{
TerrainBumpTexture("nab2_bump_1", 1.0);
}
PC()
{
TerrainBumpTexture("nab2_bump_1", 1.0);
}

DomeModel()
{
Geometry("spa1_sky");
}

Stars()
{
RandomSeed(1);
TwinkleFactor(0.5);
TwinkleFrequency(0.1);
Color(255, 255, 255, 255);
XBOX()
{
NumStars(1000);
BrightStarPercent(90.0);
AlphaMin(15);
ColorSaturation(0.5);
}
PC()
{
NumStars(8000);
BrightStarPercent(70.0);
AlphaMin(15);
ColorSaturation(.75);
}
PS2()
{
NumStars(1000);
StarTexture("fx_star");
BrightStarPercent(10.0);
AlphaMin(10);
ColorSaturation(0.2);
}
}
}
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Re: Give land space sky?

Post by acryptozoo »

you try a clean my skies dont usually show up till i do a clean ?
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Re: Give land space sky?

Post by Fiodis »

acryptozoo wrote:you try a clean my skies dont usually show up till i do a clean ?
That's probably because you're just copy+pasting a stock sky and renaming; the time stamp won't update unless you open and resave the file. You can open the sky file and resave it if you want it to munge the file the first time without any clean.
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Re: Give land space sky?

Post by DarthD.U.C.K. »

or you can go to the _BUILD\Worlds\XXX\MUNGED\PC-folder and delete the files with the name of the sky there.
ou can do this with any texture/model/odf if you dont want to clean everything.
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Re: Give land space sky?

Post by linksith »

Cleaning didn't work. :cry:
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