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How to get a custom sky texture to work ingame [Solved]

Posted: Fri Jun 05, 2009 12:21 pm
by Thunderstorm025
Hi i am trying to add a custom sky texture into my map

I am using the tatooine world2 sky file and i was at first using that dome but i didn't like it so i made my own texture and put it in.
It shows up in zeroeditor:
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Image


but ingame it shows up as the tatooine sky
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here is the sky file if it helps
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SkyInfo()
{
Enable(1);

PS2()
{
NearSceneRange(0.100000, 70.000000, 100.000000);
NearSplitScreenRange(0.100000, 50.000000, 60.000000);
FarSceneRange(3000.000000);
}
PC()
{
NearSceneRange(100.0, 150.0, 150.0, 200.0);
FarSceneRange(200.000000, 1000.0);
}
XBOX()
{
NearSceneRange(0.200000, 90.000000, 130.000000);
NearSplitScreenRange(0.200000, 70.000000, 100.000000);
FarSceneRange(3000.000000);
}

}
DomeInfo()
{
Texture("TRO_sky.tga");
Angle(-90.000000);
Ambient(255.000000, 255.000000, 255.000000);
Filter(1);
Threshold(150);
Intensity(150);
TerrainColorDarkening(0);

Softness(1);
SoftnessParam(60);

XBOX()
{
TerrainBumpTexture("tat2_bump", 1.0);
}
PC()
{
TerrainBumpTexture("tat2_bump", 1.0);
}

DomeModel()
{
Geometry("tat2_sky_dome");
Angle(0.000000, 0.000000);
}

LowResTerrain()
{
Texture("tat2");
PatchResolution(4);
MaxDistance(3000);
}

}
Oh and another question; how do I stop the AI from walking into deep water and dying?

Re: How to get a custom sky texture to work ingame

Posted: Fri Jun 05, 2009 2:14 pm
by sampip
1. this happened to me too. try a manual clean and remunge, worked for me!
2. you can put barriers to stop them going into the water, and it might also be a good idea to do some planning so that they don't go into the water. there are functions for both of these in zero editor. barriers are really easy to do, and hubs are relatively easy once you get the hang of them. you shoudn't have a problem :D great map btw!

Re: How to get a custom sky texture to work ingame

Posted: Fri Jun 05, 2009 2:56 pm
by Thunderstorm025
ok i just tried that but i can't check to see if it has worked cos now the game "encounters an error and needs to close" every time i load my map.

these are the two errors that come up which i really don't get at all...

Code: Select all

Message Severity: 3
c:\battlefront2\main\pebblefl\common\PblConfig.h(30)
PblConfig: invalid config; 'DATA' chunk expected
chunk.GetId() == _ID( 'D', 'A', 'T', 'A' )

Message Severity: 3
c:\battlefront2\main\pebblefl\common\PblConfig.h(35)
PblConfig: invalid config; 'DATA' chunk with invalid string table
m_uiNumArgs*4 + uiStringTableLen <= CONFIG_MAX_DATA_ARGS*4
ill just check on that error thread to see if it is mentioned and how to solve it

PS thanks for the compliment its my first map for BFII!

Re: How to get a custom sky texture to work ingame

Posted: Fri Jun 05, 2009 3:10 pm
by sampip
blimey, those are some nasty errors :?
try copying across the tatooine sky file again, don't change it at all this time, and make sure you copy across all the corresponding files it needs. this time, save your new sky as SKY_Tatooine2.tga, the texture that is mentioned in the sky file. make sure to overwrite the old one.
i think in manual cleaning, you may have deleted something important to get those kind of errors. not sure though. make sure you have all your files in the LVL_PC folder. you did follow the manual clean tutorial correctly? also make sure your other maps on SWBFII work.

Re: How to get a custom sky texture to work ingame

Posted: Fri Jun 05, 2009 4:12 pm
by Thunderstorm025
nope that didn't work, i think i may have forgotten to delete something during the manual clean so ill do it again

EDIT: i tried another manual clean but that didn't solve it

Anyone got any ideas?

Re: How to get a custom sky texture to work ingame

Posted: Tue Jul 07, 2009 5:17 pm
by Thunderstorm025
Ok i've solved it now
I accidentally replaced the FX file (the Kashyyk one) with the tatooine one ( i wanted the sun flare effect), which confused it a little...
I got the original back and instead copied and pasted the information into the file to solve the problem.
Everything works fine now
Ill make my other adjustmants and hopefully get it on filefront soon!

Re: How to get a custom sky texture to work ingame

Posted: Tue Jul 07, 2009 5:25 pm
by Xavious
Is your entire map covered in water? Just a heads up, if it is, your map will be unstable. (as in crashing a couple minutes into the game)

Re: How to get a custom sky texture to work ingame [Solved]

Posted: Wed Jul 08, 2009 2:11 pm
by Thunderstorm025
Yeah exept for 4 islands. That could explain another crash ive been trying to figure out, which leaves no message severity 3 in the log.
But Im not sure because it only seems to happen when i reach certain areas.

Ill take the water out and see if it crashes then.

Re: How to get a custom sky texture to work ingame [Solved]

Posted: Wed Jul 08, 2009 2:24 pm
by Xavious
Thunderstorm025 wrote:Yeah exept for 4 islands. That could explain another crash ive been trying to figure out, which leaves no message severity 3 in the log.
But Im not sure because it only seems to happen when i reach certain areas.
Sounds like a water crash to me. Cut down on water as much as possible -- no need to have it under the land masses. If that's still not enough, consider making more of the map land-based and less water. (Bigger islands or whatever)

Re: How to get a custom sky texture to work ingame [Solved]

Posted: Wed Jul 08, 2009 4:23 pm
by Thunderstorm025
alright i reduced the amount of water and it works fine now
thanks for letting me know!