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2 Sky Questions...
Posted: Fri Jan 08, 2010 7:35 am
by Lozza
Would it be possible to make the kas2 sky clouds to rotate in different directions other than horizontally.
For instance; up...
and...
How do you create your own atmospheric smoke/gas/rain/fog.
For instance; The land is covered in light smoke so you can hardly see the battle.
It's hard to explain, but the some will know what I mean.
Re: 2 Sky Questions...
Posted: Fri Jan 08, 2010 11:38 am
by mswf
I don't know about the first one, but I do know this about your second question;
Look in the .sky files of Dagobah, there are some lines in there that reference to fog, you should be able to figure out the rest
Oh and make sure you look in the dagobah .lua as well, you need to copy some line in there (I can't look it up for you right now) that says something about "seefog", it makes sure that your AI aren't like super smart bots that can look through the fog were players can't.
There are some weather tutorials somewhere in this forum as well, you can look them up in the FAQ, it's a great place for usefull stuff (I suggest you to read all the links to tutorials, you can easily come accross something and be like "Hey, I didn't even think about doing that, but it sure could look good."
Re: 2 Sky Questions...
Posted: Fri Jan 08, 2010 12:47 pm
by Eggman
Sky/weather effects are handled through your world's .sky and .fx files. Like mswf said, take a look in the FAQ thread and do a few searches and you're bound to find something helpful. Looking at files in the assets always helps as well, that's how I learned quite a bit in this area of mapping.
Re: 2 Sky Questions...
Posted: Fri Jan 08, 2010 5:50 pm
by Lozza
I did notice the fog area in the .sky file but does it need the fx and the tga file to work.
Also, whats with that file called 'mist' in most of the maps?
(Offtopic: I am very much enjoying the new modding experience, its much easier and comes out better, for instance, Gta San andreas you can really only make visual changes like cars, skies, peds, players.
Battlefront 2: You can do anything, even make your own map.
It would be cool if battlefront 2 could run a scripting program (coding) to make certain things happen.
Example: After 5 minutes of play leather face comes out with a cnainsaw and kills everyone

Re: 2 Sky Questions...
Posted: Fri Jan 08, 2010 5:53 pm
by bobfinkl
For what you are doing the fog in the .sky is NOT what you want, it turns all objects/terrain at a certain distance to a certain color, use it from the fx file or place mist objects.
As for the file called "mist" what is its end is it .odf?
Re: 2 Sky Questions...
Posted: Fri Jan 08, 2010 6:05 pm
by Lozza
bobfinkl wrote:For what you are doing the fog in the .sky is NOT what you want, it turns all objects/terrain at a certain distance to a certain color, use it from the fx file or place mist objects.
As for the file called "mist" what is its end is it .odf?
'mist' is not an .odf, its a tga.
I looked at it and its a grey square.
Re: 2 Sky Questions...
Posted: Fri Jan 08, 2010 6:22 pm
by bobfinkl
Imperial Modder wrote:'mist' is not an .odf, its a tga.
I looked at it and its a grey square.
It should be used by an odf though, in certain maps (hoth, geonosis, dagobah, yavin, maybe some more), these are useful to place for fog in only certain locations.
Re: 2 Sky Questions...
Posted: Fri Jan 08, 2010 6:24 pm
by Eggman
It would be cool if battlefront 2 could run a scripting program (coding) to make certain things happen.
That's what the .lua files are for.
Re: 2 Sky Questions...
Posted: Fri Jan 08, 2010 6:33 pm
by Lozza
So it is possible to make leatherface come out of nowhere after 2 minutes of play and kill everyone.
Explain.
Re: 2 Sky Questions...
Posted: Fri Jan 08, 2010 8:07 pm
by Eggman
Search.
There are lots of topics dealing with scripting, and I know I've seen a few specifically dealing with timed events.