Announcing : Space Coruscant 0.1
Moderator: Moderators
I don't understand because whn i put the coruscant sky i've that in my sky folder :
SkyInfo()
{
ObjectVisibility(40.000000, 80.000000, 1600.000000);
FogColor(252, 252, 252);
FogRange(0.000000, 3000.000000);
NearSceneRange(50.0, 220.0, 60.0, 300.0);
FarSceneRange(450.000000, 1000.0);
AmbientColor(120, 101, 76);
TopDirectionalAmbientColor(120, 101, 76);
BottomDirectionalAmbientColor(126, 70, 35);
CharacterAmbientColor(209,156,73);
VehicleAmbientColor(189, 136, 53);
Enable(1559);
FogRamp(3);
}
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("test");
Angle(190.000005);
Ambient(128.000038, 128.000038, 128.000038);
Filter(1);
Threshold(150);
Intensity(50);
Softness(1);
SoftnessParam(60);
PC()
{
TerrainBumpTexture("geo1_bump", 1.0);
}
DomeModel()
{
Geometry("geo_sky_dome");
}
DomeModel()
{
Geometry("geo_sky_arena");
Offset(-20.0);
MovementScale(0.995);
}
DomeModel()
{
Geometry("geo_sky_spire");
Offset(-20.0);
MovementScale(0.995);
}
DomeModel()
{
Geometry("geo_sky_dome_rim");
Offset(10.0);
MovementScale(0.995);
}
LowResTerrain()
{
Texture("geo1");
PatchResolution(7);
FogNear(300.0);
FogFar(700.0);
FogColor(142,82,38, 128);
DetailTexture("geo1_far_detail");
DetailTextureScale(0.25);
}
}
//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);
}
but i must have that :
DomeInfo()
{
DomeModel()
{
Geometry("spa1_sky");
rotationspeed(0.0001,0.0,1.0,0);
}
DomeModel()
{
Geometry("spa2_sky_nebula1");
}
DomeModel()
{
Geometry("spa2_sky_horizon");
}
DomeModel()
{
Geometry("spa2_sky_coresant");
rotationspeed(0.0001,0.0,1.0,0);
}
DomeModel()
{
Geometry("spa2_sky_coresant_city");
}
DomeModel()
{
Geometry("spa2_sky_coresant_cityroads");
}
DomeModel()
{
Geometry("spa2_sky_planetclouds");
}
DomeModel()
{
Geometry("spa2_sky_coresant_haze");
}
DomeModel()
{
Geometry("spa2_sky_explosions");
rotationspeed(0.001, 0,1.0,0);
Effect("spa_sfx_skydomeexplosions", "hp_1", 1.0);
Effect("spa_sfx_skydomeexplosions", "hp_2", 3.0);
Effect("spa_sfx_skydomeexplosions", "hp_4", 1.0);
Effect("spa_sfx_skydomeexplosions", "hp_5", 2.0);
Effect("spa_sfx_skydomeexplosions", "hp_7", 1.0);
Effect("spa_sfx_skydomeexplosions", "hp_8", 2.0);
Effect("spa_sfx_skydomeexplosions", "hp_11", 3.0);
Effect("spa_sfx_skydomeexplosions", "hp_12", 1.0);
Effect("spa_sfx_skydomeexplosions", "hp_15", 2.0);
}
Stars()
{
RandomSeed(1);
TwinkleFactor(0.5);
TwinkleFrequency(0.1);
Color(255, 255, 255, 255);
EnableBottom(1);
XBOX()
{
NumStars(3000);
BrightStarPercent(70.0);
AlphaMin(15);
ColorSaturation(0.5);
}
PC()
{
NumStars(8000);
BrightStarPercent(70.0);
AlphaMin(15);
ColorSaturation(.75);
}
PS2()
{
NumStars(700);
StarTexture("fx_star");
BrightStarPercent(10.0);
AlphaMin(10);
ColorSaturation(0.2);
}
}
}
Any idea??
SkyInfo()
{
ObjectVisibility(40.000000, 80.000000, 1600.000000);
FogColor(252, 252, 252);
FogRange(0.000000, 3000.000000);
NearSceneRange(50.0, 220.0, 60.0, 300.0);
FarSceneRange(450.000000, 1000.0);
AmbientColor(120, 101, 76);
TopDirectionalAmbientColor(120, 101, 76);
BottomDirectionalAmbientColor(126, 70, 35);
CharacterAmbientColor(209,156,73);
VehicleAmbientColor(189, 136, 53);
Enable(1559);
FogRamp(3);
}
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("test");
Angle(190.000005);
Ambient(128.000038, 128.000038, 128.000038);
Filter(1);
Threshold(150);
Intensity(50);
Softness(1);
SoftnessParam(60);
PC()
{
TerrainBumpTexture("geo1_bump", 1.0);
}
DomeModel()
{
Geometry("geo_sky_dome");
}
DomeModel()
{
Geometry("geo_sky_arena");
Offset(-20.0);
MovementScale(0.995);
}
DomeModel()
{
Geometry("geo_sky_spire");
Offset(-20.0);
MovementScale(0.995);
}
DomeModel()
{
Geometry("geo_sky_dome_rim");
Offset(10.0);
MovementScale(0.995);
}
LowResTerrain()
{
Texture("geo1");
PatchResolution(7);
FogNear(300.0);
FogFar(700.0);
FogColor(142,82,38, 128);
DetailTexture("geo1_far_detail");
DetailTextureScale(0.25);
}
}
//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);
}
but i must have that :
DomeInfo()
{
DomeModel()
{
Geometry("spa1_sky");
rotationspeed(0.0001,0.0,1.0,0);
}
DomeModel()
{
Geometry("spa2_sky_nebula1");
}
DomeModel()
{
Geometry("spa2_sky_horizon");
}
DomeModel()
{
Geometry("spa2_sky_coresant");
rotationspeed(0.0001,0.0,1.0,0);
}
DomeModel()
{
Geometry("spa2_sky_coresant_city");
}
DomeModel()
{
Geometry("spa2_sky_coresant_cityroads");
}
DomeModel()
{
Geometry("spa2_sky_planetclouds");
}
DomeModel()
{
Geometry("spa2_sky_coresant_haze");
}
DomeModel()
{
Geometry("spa2_sky_explosions");
rotationspeed(0.001, 0,1.0,0);
Effect("spa_sfx_skydomeexplosions", "hp_1", 1.0);
Effect("spa_sfx_skydomeexplosions", "hp_2", 3.0);
Effect("spa_sfx_skydomeexplosions", "hp_4", 1.0);
Effect("spa_sfx_skydomeexplosions", "hp_5", 2.0);
Effect("spa_sfx_skydomeexplosions", "hp_7", 1.0);
Effect("spa_sfx_skydomeexplosions", "hp_8", 2.0);
Effect("spa_sfx_skydomeexplosions", "hp_11", 3.0);
Effect("spa_sfx_skydomeexplosions", "hp_12", 1.0);
Effect("spa_sfx_skydomeexplosions", "hp_15", 2.0);
}
Stars()
{
RandomSeed(1);
TwinkleFactor(0.5);
TwinkleFrequency(0.1);
Color(255, 255, 255, 255);
EnableBottom(1);
XBOX()
{
NumStars(3000);
BrightStarPercent(70.0);
AlphaMin(15);
ColorSaturation(0.5);
}
PC()
{
NumStars(8000);
BrightStarPercent(70.0);
AlphaMin(15);
ColorSaturation(.75);
}
PS2()
{
NumStars(700);
StarTexture("fx_star");
BrightStarPercent(10.0);
AlphaMin(10);
ColorSaturation(0.2);
}
}
}
Any idea??
- Teancum
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Maybe I can help...Ive done a BETA of what your working on..although yours looks better. I might can help you troubleshoot your sky problems.
Feel free to PM me or email.
Johnspiker27@msn.com
Might be later this evening before I reply...but Ill get back to you.
Feel free to PM me or email.
Johnspiker27@msn.com
Might be later this evening before I reply...but Ill get back to you.
Your .lua file should show this:
SetSpawnDelay(10.0, 0.25)
-- do any pool allocations, custom loading here
if myScriptInit then
myScriptInit()
myScriptInit = nil
end
ReadDataFile("dc:EXP\\spa_sky.lvl", "cor")
ReadDataFile("dc:EXP\\EXP.lvl", myGameMode)
SetDenseEnvironment("false")
SetParticleLODBias(15000)
Make sure spa_cor.sky is in your SKY folder.
If this doenst sort it out...Ill send you my folder so you can see what files are where.
SetSpawnDelay(10.0, 0.25)
-- do any pool allocations, custom loading here
if myScriptInit then
myScriptInit()
myScriptInit = nil
end
ReadDataFile("dc:EXP\\spa_sky.lvl", "cor")
ReadDataFile("dc:EXP\\EXP.lvl", myGameMode)
SetDenseEnvironment("false")
SetParticleLODBias(15000)
Make sure spa_cor.sky is in your SKY folder.
If this doenst sort it out...Ill send you my folder so you can see what files are where.
Ok great thanks to Stager00 for his help
Now the map workls but it is not finished at all.
Some screens :
http://img463.imageshack.us/img463/9384/lbe2ou.jpg
http://img463.imageshack.us/img463/692/lbe15nk.jpg
http://img463.imageshack.us/img463/1262/lbe25wx.jpg
More to come
Now the map workls but it is not finished at all.
Some screens :
http://img463.imageshack.us/img463/9384/lbe2ou.jpg
http://img463.imageshack.us/img463/692/lbe15nk.jpg
http://img463.imageshack.us/img463/1262/lbe25wx.jpg
More to come
Looks great Challenger!!
One thing though, you should put in some vehicles in the backdrop, meaning capital ships flying in the distance, that sort of stuff.
I knew how to do that sort of thing in SWBF 1, haven't got into SWBF 2 modding though, so I dont know if I'll be of much help.
Again, lookin good!
One thing though, you should put in some vehicles in the backdrop, meaning capital ships flying in the distance, that sort of stuff.
I knew how to do that sort of thing in SWBF 1, haven't got into SWBF 2 modding though, so I dont know if I'll be of much help.
Again, lookin good!