Sky Dome [Solved]

In this forum you will find and post information regarding the modding of Star Wars Battlefront 2. DO NOT POST MOD IDEAS/REQUESTS.

Moderator: Moderators

Commander_Fett
High General
High General
Posts: 847
Joined: Fri Oct 17, 2008 9:59 pm
Projects :: No Mod project currently.

Re: Sky Dome

Post by Commander_Fett »

that ring is where
end1.sky wrote: DomeModel()
{
Geometry("end_sky_dome_trees");
Offset(95.0);
MovementScale(0.992);
}
is. It isn't a gap in the texture, it's where that model goes. If you don't want the (very lowrez) endor trees in the skydome, delete that line. if you do want it, you should replace the ones in your map's folder with the ones from the endor folder and
A. go into the data_ABC/_BUILD/World folder and delete the munged file
or
B. update the time stamp using correct programs (msh- hex editor, NOT text editor, tga- image editor, .option- text editor)
User avatar
Wonderboy
Chief Warrant Officer
Chief Warrant Officer
Posts: 353
Joined: Sun Jul 12, 2009 12:54 pm
Projects :: Making apples into applesauce
Games I'm Playing :: Age Of Empires II
Location: Eastern South Dakota

Re: Sky Dome [solved]

Post by Wonderboy »

Yes, it works! Thanks for every bodies help, especially Commander_fett. Thanks.
Post Reply