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How do you change the sky?

Posted: Sat Jan 03, 2009 8:15 pm
by Barny
title explains it all....

Re: How do you change the sky?

Posted: Sat Jan 03, 2009 8:53 pm
by fiddler_on_the_roof
The getting started tutorial has a decent explanation, but I just go into the world from which I wish to get the sky files, open the ***.sky file, copy this part (from hot), into your ABC.sky file.

Code: Select all

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

	PC()
	{
		//TerrainBumpDetail("hoth_bump", 1.0, 0.3);
	}
	XBOX()
	{
		//TerrainBumpDetail("hoth_bump", 1.0, 0.3);
	}

	DomeModel()
	{	
		Geometry("hoth_sky_dome");
	}
	DomeModel()
	{	
		Geometry("hoth_mountain");
		Offset(80.0);
		MovementScale(0.995);
	}
	PS2()
	{
		DomeModel()
		{	
			Geometry("hoth_mountain_2");
			Offset(70.0);
			MovementScale(0.995);
		}
	}
	DomeModel()
	{	
		Geometry("hoth_cannon");
		Offset(28.0);
		MovementScale(0.995);
	}
	LowResTerrain()
	{
		Texture("hoth");
		PatchResolution(6);
	}
}
into your ABC.sky, so it looks like so...

Code: Select all

SkyInfo()
{
	Enable(1);
	FogColor(85,108,142,128);
	PS2()
	{
		FogRange(0, 0);
		NearSceneRange(0.5, 85.0, 100.0);
		FarSceneRange(5000.0);
		SplitOptions()
		{
			PropClusterEnable(1);
			PropClusterFadeAdj(0.6);
			PropClusterDensity(0.1);
		}
	}
	XBOX()
	{
		FogRange(-200.0, 1300.0);
		NearSceneRange(0.5, 85.0, 100.0);
		FarSceneRange(3000.0);
		NearSplitScreenRange(0.2, 110.0, 160.0);
		FarSplitScreenRange(0.0);
		SplitOptions()
		{
			FogRange(5.0, 140.0);
			PropClusterEnable(0);
		}
	}
	PC()
	{
		NearSceneRange(30.0, 160.0, 40.0, 200.0);
		FarSceneRange(5000.0, 5000.0);

		FarSceneRange(5000.0);
		FogRange(-100.0, 600.0);
	}
	
}


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

	PC()
	{
		//TerrainBumpDetail("hoth_bump", 1.0, 0.3);
	}
	XBOX()
	{
		//TerrainBumpDetail("hoth_bump", 1.0, 0.3);
	}

	DomeModel()
	{	
		Geometry("hoth_sky_dome");
	}
	DomeModel()
	{	
		Geometry("hoth_mountain");
		Offset(80.0);
		MovementScale(0.995);
	}
	PS2()
	{
		DomeModel()
		{	
			Geometry("hoth_mountain_2");
			Offset(70.0);
			MovementScale(0.995);
		}
	}
	DomeModel()
	{	
		Geometry("hoth_cannon");
		Offset(28.0);
		MovementScale(0.995);
	}
	LowResTerrain()
	{
		Texture("hoth");
		PatchResolution(6);
	}
}
then find the files that the sky file indicates (for example, hoth_mountain) in the world1/2 folder that you just got part of your new sky file from. make sure that you have all the files needed.

I beleive that is all.

Re: How do you change the sky?

Posted: Sat Jan 03, 2009 10:16 pm
by Fiodis
There's an easier way. Rather then editing your sky file, delete it. Then copy hot1.sky into your world1 folder and rename it to ABC.sky (Where ABC is the three-letter name of your map). You'd also have to copy over all the files the sky file calls for. Open it up with notepad and search for those. There's usually a few .tga's. Also, it might take a clean, then a remunge, to get it in-game.

Re: How do you change the sky?

Posted: Sun Jan 04, 2009 5:35 am
by Frisbeetarian
Fiodis wrote:Also, it might take a clean, then a remunge, to get it in-game.
Only because of the way you added the sky file. Since the file was created before your map, and all you did was edit the name of the file, it's still time stamped before the last time Visual Munge munged your map, so it never remunges the file. Can always just edit, undo, and save the file, and it will munge properly.

Re: How do you change the sky?

Posted: Sun Jan 04, 2009 9:36 am
by Barny
ok thanks, did the first part and it didn't munge so ill edit and undo like you said...i asked cuz last time i looked at the documentation and did that my map crashed for some reason :?

Re: How do you change the sky?

Posted: Sun Jan 04, 2009 11:25 am
by Fiodis
A clean/remunge isn't that big a deal, is it?