Announcing : Space Coruscant 0.1

Working on a new map? Have a new mod out for swbf2?! Post an announcement of the up-coming release here.

Moderator: Moderators

NOS*Challenger

Postby NOS*Challenger » Sat Mar 04, 2006 7:18 am

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

Postby Guest » Sat Mar 04, 2006 7:31 am

NOS*Challenger
ask about this Teancum

NOS*Challenger

Postby NOS*Challenger » Sun Mar 05, 2006 8:11 am

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

Postby NOS*Challenger » Sun Mar 05, 2006 8:45 am

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??

Jedi Admin
User avatar
Posts: 10997
Joined: Wed Sep 07, 2005 11:42 pm
Location: Indiana
Projects :: No Mod project currently.
Games I'm Playing :: Destiny
xbox live or psn: No gamertag set

Postby Teancum » Sun Mar 05, 2006 11:01 am

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

Postby NOS*Challenger » Sun Mar 05, 2006 12:12 pm

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

NOS*Challenger

Postby NOS*Challenger » Tue Mar 07, 2006 2:46 am

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

Stager00

Postby Stager00 » Tue Mar 07, 2006 3:15 pm

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

Postby NOS*Challenger » Thu Mar 09, 2006 12:02 pm

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

Stager00

Postby Stager00 » Thu Mar 09, 2006 12:23 pm

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

Postby NOS*Challenger » Fri Mar 10, 2006 2:16 pm

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

Postby Guest » Fri Mar 10, 2006 2:25 pm

NOS*Challenger
Cool... more scrennsz!

Narlie-Charlie

Postby Narlie-Charlie » Fri Mar 10, 2006 4:18 pm

Kick Diet Dr. Pepper!

TAW_MangaLord

Postby TAW_MangaLord » Sat Mar 11, 2006 8:43 am

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!

Previous

Return to SWBF2 Map/Mod Works In Progress

Who is online

Users browsing this forum: No registered users and 1 guest