How do I increase visibility in this map? [Solved]

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Sergeant Major
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Projects :: Remaking FR Battlefront 3 Tatooine map.
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How do I increase visibility in this map? [Solved]

Postby Ginev » Wed Apr 12, 2017 1:35 pm

I started the first stage of the making of my Tatooine map that i was preparing for 2 years so far.So i add a very big background planet surface model around my main ZERO EDITOR terrain.its working really good,however the problem is that when i go 5 000 meters in the sky and when i look forward there is some sort of visibility range that is not allowing me to see any further than let say 2000 meters.In the sky file i edited every parameter that is for PC.Visiblity range is 25 000 - 35 000 and the main visibility distance (which i was thinking will fix this) is also 20 000.However the problem is still there.I even made custom Dome sky (sphere models that is surrounding the whole world) but still cannot see further.If someone know a way please help me.Here is screen.Look how much only i am seeing forward.If i fly for a 2 minutes straight forward i am seeing the surface model but not when i am in the middle of the map.HELP!

Image

EDIT:Never mind i found a way to make everything look perfect.
Look super amazing when i am 5 000 meters above the map.

Image

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Re: How to increase the visibility range through the dome sk

Postby argibaymiguel98 » Sun Apr 30, 2017 7:20 am

You can try to create a large, large surface in ModTools, texture it just like the terrain and include it in the game as an object (msh file). If the model you created has a lowrez model attached, it should work fine, but if it doesn't, try with a smaller surface and place it many times.

Sergeant Major
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Re: How to increase the visibility range through the dome sk

Postby Ginev » Mon May 01, 2017 4:28 am

Thats exactly what i did.I find out that if you are using just one big plane mesh it will dissapear when you move your camera away from the center of the model.So the solution was that i needed to split the big plane into smaller parts and then i attached them together through hardpoints to the first mesh and then attached in the odf file.

ODF example:

Hidden/Spoiler:
Code: Select all
[GameObjectClass]      

ClassLabel      =   "prop"
GeometryName   =   "TatSurface1_ZERO.msh"  \\\\\\\\\\\\\This is the original big mesh (one object) used only for the editor


[Properties]      

GeometryName   =   "TatSurface1"

FoleyFXGroup       = "dirt_foley"

AttachOdf       = "TatSurface2"
AttachToHardPoint    = "HP_part2"

AttachOdf       = "TatSurface3"
AttachToHardPoint    = "HP_part3"

AttachOdf       = "TatSurface4"
AttachToHardPoint    = "HP_part4"

AttachOdf       = "TatSurface5"
AttachToHardPoint    = "HP_part5"

AttachOdf       = "TatSurface6"
AttachToHardPoint    = "HP_part6"

AttachOdf       = "TatSurface7"
AttachToHardPoint    = "HP_part7"

AttachOdf       = "TatSurface8"
AttachToHardPoint    = "HP_part8"

AttachOdf       = "TatSurface9"
AttachToHardPoint    = "HP_part9"

AttachOdf       = "TatSurface10"
AttachToHardPoint    = "HP_part10"

AttachOdf       = "TatSurface11"
AttachToHardPoint    = "HP_part11"

AttachOdf       = "TatSurface12"
AttachToHardPoint    = "HP_part12"

AttachOdf       = "TatSurface13"
AttachToHardPoint    = "HP_part13"

AttachOdf       = "TatSurface14"
AttachToHardPoint    = "HP_part14"

AttachOdf       = "TatSurface15"
AttachToHardPoint    = "HP_part15"

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