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Geonosis geo1.sky assets?

Posted: Sun Apr 29, 2012 11:05 pm
by ulohobo
Okay, so I've recently begun doing some basic modding on maps for good old swbf2, but I've run into a small issue. I tried to change the sky on my nal hutta map in mod tools to that of geonosis, and I mostly succeeded, but the bottom half of the sky is black, which isn't particularily pleasing to the eye. So I'm curious, does someone have a list of all the assets that are needed to have a nice complete geonosis sky? Thanks in advance. (PS I'm new here so please don't hurt me if this sounds stupid)

Re: Geonosis geo1.sky assets?

Posted: Mon Apr 30, 2012 12:16 am
by AQT
You mean the bottom half of the skydome model is black? It shouldn't be, though, if you have the right texture since it is applied to both halves. Also, if the previous is the case, how are you able to see the bottom half in-game anyway? Did you construct your map at the edge of your terrain or something?

Unless you mean the bottom half of the upper half of the skydome model, then you are most likely missing the textures to the various other sky objects the .sky file calls for. Simply open these other .msh files up in Notepad or a hex editor and search for the .tga names they call for.

Re: Geonosis geo1.sky assets?

Posted: Mon Apr 30, 2012 2:51 am
by lucasfart
Welcome to GT!

If you want the whole same skydome as geonosis, it might be easier to just copy the geonosis .sky file over and rename it to #$%.sky, replacing all the occurences of the geonosis map name with your own 3 letter name. If you do it this way, make sure you've copied over all the necesary meshes and tga files...

Here's a list of the necesary files, taken from the GEO.sky file
Hidden/Spoiler:
[code]SkyInfo()
{
Enable(1);
FogColor(0,0,0);
FogRange(0.0, 0.0);

PS2()
{
NearSceneRange(0.2, 180.0, 200.0);
FarSceneRange(500.0);

NearSplitScreenRange(0.5, 180.0, 200.0);
FarSplitScreenRange(500.0);

}
PC()
{
NearSceneRange(50.0, 220.0, 60.0, 300.0);
FarSceneRange(450.000000, 1000.0);
}
XBOX()
{
NearSceneRange(0.5, 210.0, 680.0);
FarSceneRange(700.0);
NearSplitScreenRange(0.5, 180.0, 200.0);
FarSplitScreenRange(700.0);

}
}

SunInfo()
{
Angle(140.000005, -10.000011);
Color(120, 120, 120);
Texture("");
Degree(90.000011);
BackAngle(180.000022, 0.000000);
BackColor(128, 128, 128);
BackDegree(0.000000);
}


DomeInfo()
{
Texture("geo_sky.tga");
Angle(190.000005);
Ambient(128.000038, 128.000038, 128.000038);
Softness(1);
SoftnessParam(60);


DomeModel()
{
Geometry("geo_sky_dome");
Offset(0.0);
MovementScale(0.995);
}
DomeModel()
{
Geometry("geo_sky_dome_rim");
Offset(0.0);
MovementScale(0.995);
}

DomeModel()
{
Geometry("geo_sky_dome_arena");
Offset(0.0);
MovementScale(0.995);
}

DomeModel()
{
Geometry("geo_sky_spire");
Offset(0.0);
MovementScale(0.995);
}

DomeModel()
{
Geometry("geo_sky_dome_2");
Offset(0.0);
MovementScale(0.995);
}

DomeModel()
{
Geometry("geo_sky_explosions");
rotationspeed(0.003, 0,1.0,0);
Effect("spa_sfx_skydomeexplosions", "hp_sky_1", 1.0);


Effect("spa_sfx_skydomeexplosions", "hp_sky_4", 1.0);
Effect("spa_sfx_skydomeexplosions", "hp_sky_5", 1.0);

Effect("spa_sfx_skydomeexplosions", "hp_sky_7", 1.0);
Effect("spa_sfx_skydomeexplosions", "hp_sky_8", 1.0);
Effect("spa_sfx_skydomeexplosions", "hp_sky_9", 1.0);
Effect("spa_sfx_skydomeexplosions", "hp_sky_10", 1.0);
Effect("spa_sfx_skydomeexplosions", "hp_sky_11", 1.0);
Effect("spa_sfx_skydomeexplosions", "hp_sky_12", 1.0);

Effect("spa_sfx_skydomeexplosions", "hp_sky_14", 1.0);
Effect("spa_sfx_skydomeexplosions", "hp_sky_15", 1.0);


}

LowResTerrain()
{
Texture("geo1");
PatchResolution(8);
}
}


//Big rep flyer
SkyObject()
{
Geometry("rep_fly_assault_DOME");
NumObjects(2);
Height(200, 300);
VelocityZ(20, 50);
Distance(1500);
InDirectionFactor(2);
}

//Rep fighters
SkyObject()
{
Geometry("rep_fly_gunship_DOME");
NumObjects(20);
Height(80, 140);
VelocityZ(80, 120);
VelocityY(-10, 10);
Distance(600);
InDirectionFactor(0.5);
}

//CIS fighters
SkyObject()
{
Geometry("cis_fly_droidfighter_DOME");
NumObjects(20);
Height(80, 140);
VelocityZ(80, 100);
VelocityY(-10, 10);
Distance(300);
InDirectionFactor(0.5);
}

//CIS rockets
SkyObject()
{
Geometry("cis_fly_techounion_DOME");
NumObjects(8);
Height(0, 0);
VelocityY(10, 12);
Acceleration(0.0, 2.0, 0.0);
Distance(1000);
LifeTime(80.0);
}



[/code]
Texture("geo_sky.tga");
Geometry("geo_sky_dome");
Geometry("geo_sky_dome_rim");
Geometry("geo_sky_dome_arena");
Geometry("geo_sky_spire");
Geometry("geo_sky_dome_2");
Geometry("geo_sky_explosions");
Texture("geo1");
Geometry("rep_fly_assault_DOME");
Geometry("rep_fly_gunship_DOME");
Geometry("cis_fly_droidfighter_DOME");
Geometry("cis_fly_techounion_DOME");

Those are all the textures and meshes referenced in the .sky file above. I'd recommend just copying over all the .tga, .option, and .msh files in the assets/worlds/GEO/world1 folder. You shouldn't need anything other than those.

Re: Geonosis geo1.sky assets?

Posted: Mon Apr 30, 2012 2:48 pm
by ulohobo
Ah thank you kindly :D , I already saw all these in notepad, but it appears I missed adding a msh or two. I love this site btw, it really is a goldmine for bf modding.

Re: Geonosis geo1.sky assets?

Posted: Wed May 02, 2012 5:38 pm
by AQT
ulohobo wrote:it really is a goldmine for bf modding.
Given that this forum is nearly nine years old now, and just about nearly everthing there is to know in order to mod the SWBF games has been documented on this site, I would have to say so too. :wink:

Re: Geonosis geo1.sky assets?

Posted: Wed May 02, 2012 5:40 pm
by Marth8880
Well, about over half a block of sound is still undocumented. But other than that, jerp.