Announcing : Space Coruscant 0.1

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NOS*Challenger

Post by NOS*Challenger »

I need help please! I've tested a lot of times, many times!!When i put the coruscant sky the map crashes. I've tested many things done lot of maps to see and it is always same. Please help.Im going to be crazy.
Guest

Post by Guest »

NOS*Challenger
ask about this Teancum
NOS*Challenger

Post by NOS*Challenger »

Okay so i've corrected some problems but i've a new one lol the visibility i think i can correct it in the sky files.
NOS*Challenger

Post by NOS*Challenger »

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??
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Post by Teancum »

You are not supposed to change it that way. Open up [mapname]_cmn.lua. Change this:

ReadDataFile("dc:[mapname]\\spa_sky.lvl", "end")

ReadDataFile("dc:[mapname]\\spa_sky.lvl", "cor")

Put your .sky file back to the way it was originally.
NOS*Challenger

Post by NOS*Challenger »

Yes, ive changed tat to cor but i've never put my sky file in the sky folder
NOS*Challenger

Post by NOS*Challenger »

When i munge it can't find the req files. rha all the problems re on me.
Stager00

Post by Stager00 »

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.
NOS*Challenger

Post by NOS*Challenger »

Ok i've add you to my msn hope you can help me and tks
Stager00

Post by Stager00 »

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.
NOS*Challenger

Post by NOS*Challenger »

Ok great thanks to Stager00 for his help :D
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
Guest

Post by Guest »

NOS*Challenger
Cool... more scrennsz!
Narlie-Charlie

Post by Narlie-Charlie »

Kick Diet Dr. Pepper!
TAW_MangaLord

Post by TAW_MangaLord »

Looks great Challenger!! :P
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!
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