Tsukuyomi Mos (Help Needed)

Started by Anyder, September 23, 2013, 03:11:00 PM

Previous topic - Next topic
I decided to finish the tsukuyomi mos, by adding the map fog and quitting (completely/100%) the sun (or if possibly make it BLACK or grey).
How can i add it fog (this is secondary) and make sun black (or remove it) ?
Anyder | Talent, Ops & Culture | SWBF & Player Engagement
Email: communityambassador@swbfgamers.com
SWBFSpy Discord: http://discord.swbfspy.com
SWBFSpy Info: http://info.swbfspy.com

I once tried to quit my girlfriend, it was pretty hard. I hope you know what you're doing with the sun.

Quote from: Syrion on September 24, 2013, 09:47:26 AM
I once tried to quit my girlfriend, it was pretty hard.
Eing ????? x100

Quote from: Syrion on September 24, 2013, 09:47:26 AM
I hope you know what you're doing with the sun.
I do.
Anyder | Talent, Ops & Culture | SWBF & Player Engagement
Email: communityambassador@swbfgamers.com
SWBFSpy Discord: http://discord.swbfspy.com
SWBFSpy Info: http://info.swbfspy.com

Quote from: Syrion on September 24, 2013, 09:47:26 AM
I once tried to quit my girlfriend, it was pretty hard.

Uh...                 :mellow:               

I'm sorry?  :confused:

What does your ex gf have to do with a map...?




Ask your friendly WgT member about joining today!

Nvm Syrion, he always have something weird to say..
--
I am still confused as to what you're trying to do.
The most I got was you want to turn the sun black, and since this is in the Mod Factory Category, I imagine you're talking about a mod map? Changing the lighting of a planet perhaps?

September 24, 2013, 10:42:17 AM #5 Last Edit: September 24, 2013, 11:05:06 AM by Kniescheibenzerschredderer
Quote from: Carbon27 on September 24, 2013, 10:03:29 AM
What does your ex gf have to do with a map...?
Idk lol

Quote from: -RepublicCommando- on September 24, 2013, 10:05:07 AM
The most I got was you want to turn the sun black, and since this is in the Mod Factory Category, I imagine you're talking about a mod map? Changing the lighting of a planet perhaps?

Im talking about mos. If u read the topic name, u understand the post information.
And yes, im saying to turn the sun black or remove the sun

EDIT: here u got a pic
[spoiler]

[/spoiler]
Anyder | Talent, Ops & Culture | SWBF & Player Engagement
Email: communityambassador@swbfgamers.com
SWBFSpy Discord: http://discord.swbfspy.com
SWBFSpy Info: http://info.swbfspy.com

are those your textures or the mos twilight textures? hard to tell from pic

Quote from: [FC]Kishan on September 24, 2013, 11:42:12 AM
are those your textures or the mos twilight textures? hard to tell from pic
mine lol
Anyder | Talent, Ops & Culture | SWBF & Player Engagement
Email: communityambassador@swbfgamers.com
SWBFSpy Discord: http://discord.swbfspy.com
SWBFSpy Info: http://info.swbfspy.com

September 24, 2013, 12:03:34 PM #8 Last Edit: September 24, 2013, 12:05:39 PM by -RepublicCommando-
Dang, its beautiful! I had no idea you modded.
--
The sun never seems to do what I want. I always try to get rid of it (deleting the lines in the *.SKY file) but that never works.. You can change the color of the sun in the *.SKY file as well:
Quote
SunInfo()
{
   PC()
   {
      Angle(130.000000, -55.000000);
      Color(242, 219, 95);
      ShadowColor(242, 219, 95);
   }

   Texture("");
   Degree(-50.000035);
   BackAngle(180.000022, 0.000000);
   BackColor(150, 150, 150);
   BackDegree(0.000000);
}
And the numbers represented are in "RGB" format, or Color(Red, Green, Blue)
So if you wanted it black, it would be Color(0, 0, 0); For 0 Red, 0 Green, and 0 Blue (meaning black, because of no color, white would be maximum of all; (255,255,255) )

September 24, 2013, 12:27:01 PM #9 Last Edit: September 24, 2013, 12:30:09 PM by Kniescheibenzerschredderer
Quote from: -RepublicCommando- on September 24, 2013, 12:03:34 PM
Dang, its beautiful! I had no idea you modded.
--
The sun never seems to do what I want. I always try to get rid of it (deleting the lines in the *.SKY file) but that never works.. You can change the color of the sun in the *.SKY file as well:And the numbers represented are in "RGB" format, or Color(Red, Green, Blue)
So if you wanted it black, it would be Color(0, 0, 0); For 0 Red, 0 Green, and 0 Blue (meaning black, because of no color, white would be maximum of all; (255,255,255) )
i studied that long time ago, but it didnt seem to work before...
Edit: I modded time ago....
I Just downloaded the bf builder to finish cause a mate asked for it...
Anyder | Talent, Ops & Culture | SWBF & Player Engagement
Email: communityambassador@swbfgamers.com
SWBFSpy Discord: http://discord.swbfspy.com
SWBFSpy Info: http://info.swbfspy.com

Quote from: Kniescheibenzerschredderer on September 24, 2013, 12:27:01 PM
i studied that long time ago, but it didnt seem to work before...
I thought I was the only one..
--
Does anyone know how SK does it in his Bespin Zombie City mod?

September 24, 2013, 12:34:02 PM #11 Last Edit: September 24, 2013, 12:38:29 PM by Kniescheibenzerschredderer
Ok, i tested it and it didnt work at all... map is darker yeah, but sun is still yellow

Note: Not sure if it helps, but here u got the SKY File

[spoiler]
SkyInfo()
{
   Enable(1559);
   PS2()
   {
      FogColor(128, 128, 128);
      FogRange(0.000000, 30000.000000);
      NearSceneRange(1.750000, 150.000000, 180.000000);
      FarSceneRange(3000.000000);
      AmbientColor(120, 118, 140);
      CharacterAmbientColor(130, 128, 150);
      VehicleAmbientColor(110,108,130);
      FogRamp(3);

   
   }
   XBOX()
   {
      FogColor(128, 128, 128);
      FogRange(0.000000, 30000.000000);
      NearSceneRange(1.750000, 150.000000, 180.000000);
      FarSceneRange(3000.000000);
      AmbientColor(120, 118, 140);
      CharacterAmbientColor(130, 128, 150);
      TopDirectionalAmbientColor(150, 150, 180);
      BottomDirectionalAmbientColor(110, 90, 60);
   }
   PC()
   {
      FogColor(128, 128, 128);
      FogRange(0.000000, 30000.000000);
      NearSceneRange(50.0, 150.0, 60.0, 200.0);
      FarSceneRange(150.000000, 1000.0);
      AmbientColor(128, 128, 128);
      CharacterAmbientColor(130, 128, 150);
      TopDirectionalAmbientColor(150, 150, 180);
      BottomDirectionalAmbientColor(110, 90, 60);

   }

}

SunInfo()
{
   Angle(130.000000, 120.000000);
   Color(0, 0, 0);
   Texture("");
   Degree(-50.000035);
   BackAngle(180.000022, 0.000000);
   BackColor(150, 150, 150);
   BackDegree(0.000000);
}


DomeInfo()
{
   Texture("SKY_Tatooine2.tga");
   Angle(-90.000000);
   Ambient(255.000000, 255.000000, 255.000000);
   Filter(1);
   Threshold(150);   
   Intensity(50);   
   TerrainColorDarkening();

   Softness(1);
   SoftnessParam(60);

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

   TerrainColorDarkening();
   
   AtmosphereColor()
   {
      on(0);
      color(0, 0, 128, 20);
      color(0, 0, 96, 20);
      color(0, 0, 64, 20);
      color(0, 0, 32, 20);
      color(0, 0, 10, 20);
   }

   DomeModel()
   {   
      Geometry("tat2_sky_dome");
   }
   DomeModel()
   {   
      Geometry("");
      Offset(100.0);
      MovementScale(0.995);
   }
   DomeModel()
   {   
      Geometry("");
      Offset(110.0);
      MovementScale(0.995);
   }
      DomeModel()
   {   
      Geometry("");
      Offset(120.0);
      MovementScale(0.995);
   }


   
   LowResTerrain()
   {
      Texture("tat2");
      PatchResolution(5);
      MaxDistance(3000);
      FogNear(200.0);
      FogFar(3500.0);
      FogColor(164,174,194);
   }
}



SkyObject()
{
Geometry("rep_fly_assault_DOME");
NumObjects(2);
Height(350, 500);
VelocityZ(30, 50);
Distance(2500);
InDirectionFactor(2.5);
}

SkyObject()
{
Geometry("cis_fly_fedlander_DOME");
NumObjects(2);
Height(350, 500);
VelocityZ(30, 50);
Distance(2500);
InDirectionFactor(2.5);
}

SkyObject()
{
Geometry("all_fly_moncalamari_DOME");
NumObjects(2);
Height(350, 500);
VelocityZ(30, 50);
Distance(2500);
InDirectionFactor(2.5);
}

SkyObject()
{
Geometry("imp_fly_destroyer_DOME");
NumObjects(2);
Height(350, 500);
VelocityZ(30, 50);
Distance(2500);
InDirectionFactor(2.5);
}

[/spoiler]
Anyder | Talent, Ops & Culture | SWBF & Player Engagement
Email: communityambassador@swbfgamers.com
SWBFSpy Discord: http://discord.swbfspy.com
SWBFSpy Info: http://info.swbfspy.com

September 24, 2013, 03:05:34 PM #12 Last Edit: September 24, 2013, 03:10:04 PM by Syrion
Nah, forget that.
Maybe it has something to do with ZeroEditor. The sun could be an object placed during the map creation. This is pure theory from what i understood of the software. Advice from tirprider, Phobos, SleepKiller, Snake... all those awesome guys might help you more than my bad puns.



I still wonder how you can be in bad terms with the sun, though.

September 24, 2013, 03:26:43 PM #13 Last Edit: September 24, 2013, 03:28:31 PM by Kniescheibenzerschredderer
I cant use zero editor

Quote from: Syrion on September 24, 2013, 03:05:34 PM
I still wonder how you can be in bad terms with the sun, though

huh ?
Anyder | Talent, Ops & Culture | SWBF & Player Engagement
Email: communityambassador@swbfgamers.com
SWBFSpy Discord: http://discord.swbfspy.com
SWBFSpy Info: http://info.swbfspy.com

Well, ex-girlfriend, could be a very important factor. After meet my one, I can't see the difference, between sun and fog at all:wacko:.
Actualy, black, it isn't a color at all. It's no any color. So, the RGB parameters, realy should be about "0,0,0,255".
But, they are need to be placed in .fx, not in .sky file. The .sky file, responsible only for casted sun light, not for color of the sun itself.
So, in .fx file, you have to edit this lines:
[spoiler]SunFlare()
{
Angle(121.000000, -70.000000);
Color(140, 140, 184);
Size(9.0);
FlareOutSize(10.0);
NumFlareOuts(6);
InitialFlareOutAlpha(35);
HaloInnerRing(0.0, 60, 60, 255, 160);
HaloMiddleRing(20, 140, 140, 255, 80);
HaloOutterRing(40, 210, 210, 255, 0);
SpikeColor(120,120,255,128);
SpikeSize(16.0);
}
[/spoiler]
If you do not need sun at all, just delete all of those lines.

I know only about 5 types of fog:
1. It is just a color of the horizont, and it's can be edited by this .sky file lines.
[spoiler]    FogColor(252, 252, 252);
    FogRange(0.000000, 3000.000000);
[/spoiler]2. It is a various msh sky objects, which may represnt fade and cloud scroll. They are should lines in sky file like this:
[spoiler]    DomeModel()
    {
      Geometry("foggy");
Offset(200.0);
        MovementScale(0.995);
       
       }
[/spoiler]
3. The most usual type of fog, it's an effect, and it's should be added as lines, in .fx file:
[spoiler]Effect("FogCloud")
{
Enable(1);
Texture("fx_fluffy.tga");
Range(30.0, 60.0);
Color(168, 172, 180, 128);
Velocity(5.0, 0.0);
Rotation(0.0);
Height(10.0);
ParticleSize(20.0);
ParticleDensity(30.0);
}
[/spoiler]
4. Another version: ".odf fog". This one, should have EDITOR_prop_cloud.msh; bes1_prop_cloud.odf:
[spoiler][GameObjectClass]

ClassLabel = "dusteffect"
GeometryName = "EDITOR_prop_cloud.msh"

[Properties]

MinPos = "-60 -15 -60"
MaxPos = "60 15 60"
MinVel = "-5 0.0 -5"
MaxVel = "10 0.0 10"
MinSize = "100"
MaxSize = "180"
MinLifeTime = "50"
MaxLifeTime = "80"
Alpha = "0.5"
NumParticles = "6"
MaxDistance = "850"
//MinDistance = "10"
Texture = "cloud"
RadiusFadeMin = "60"
RadiusFadeMax = "70"
HeightScale = "0.5"
SpawnSound = ""
[/spoiler]
And lines in the sky file:
[spoiler] CloudLayer()
{
// Odf("bes1_prop_cloud_cluster");
Odf("bes1_prop_cloud");
Height(15.0);
}
}
[/spoiler]
5. This effect also need odf, one visible (for ZE) and one ivisible arrow.msh, but it should be placed in ZE. It needs only lines for own .fx file:
[spoiler]ParticleEmitter("DryIce")
{
MaxParticles(-1.0000,-1.0000);
StartDelay(0.0000,0.0000);
BurstDelay(1.5000, 1.5000);
BurstCount(1.0000,1.0000);
MaxLodDist(1000.0000);
MinLodDist(800.0000);
BoundingRadius(30.0);
SoundName("")
NoRegisterStep();
Size(1.0000, 1.0000);
Hue(255.0000, 255.0000);
Saturation(255.0000, 255.0000);
Value(255.0000, 255.0000);
Alpha(255.0000, 255.0000);
Spawner()
{
Spread()
{
PositionX(-0.1000,0.1000);
PositionY(0.0000,0.0000);
PositionZ(-0.1000,0.1000);
}
Offset()
{
PositionX(-8.0000,8.0000);
PositionY(0.0000,0.0000);
PositionZ(-6.0000,-6.0000);
}
PositionScale(0.0000,0.0000);
VelocityScale(0.0000,0.0000);
InheritVelocityFactor(0.0000,0.0000);
Size(0, 2.0000, 2.5000);
Red(0, 255.0000, 255.0000);
Green(0, 255.0000, 255.0000);
Blue(0, 255.0000, 255.0000);
Alpha(0, 0.0000, 0.0000);
StartRotation(0, 0.0000, 0.0000);
RotationVelocity(0, 0.0000, 0.0000);
FadeInTime(0.0000);
}
Transformer()
{
LifeTime(8.0000);
Position()
{
LifeTime(8.0000)
}
Size(0)
{
LifeTime(1.0000)
Scale(2.0000);
Next()
{
LifeTime(2.0000)
Scale(2.0000);
}
}
Color(0)
{
LifeTime(1.0000)
Move(0.0000,0.0000,0.0000,160.0000);
Next()
{
LifeTime(7.0000)
Move(0.0000,0.0000,0.0000,-160.0000);
}
}
}
Geometry()
{
BlendMode("NORMAL");
Type("PARTICLE");
Texture("dag1_mist");
}
ParticleEmitter("DryIce")
{
MaxParticles(-1.0000,-1.0000);
StartDelay(0.0000,0.0000);
BurstDelay(1.5000, 1.5000);
BurstCount(1.0000,1.0000);
MaxLodDist(1000.0000);
MinLodDist(800.0000);
BoundingRadius(5.0);
SoundName("")
NoRegisterStep();
Size(1.0000, 1.0000);
Hue(255.0000, 255.0000);
Saturation(255.0000, 255.0000);
Value(255.0000, 255.0000);
Alpha(255.0000, 255.0000);
Spawner()
{
Spread()
{
PositionX(-0.1000,0.1000);
PositionY(0.0000,0.0000);
PositionZ(-0.1000,0.1000);
}
Offset()
{
PositionX(-8.0000,8.0000);
PositionY(0.0000,0.0000);
PositionZ(-2.0000,-2.0000);
}
PositionScale(0.0000,0.0000);
VelocityScale(0.0000,0.0000);
InheritVelocityFactor(0.0000,0.0000);
Size(0, 2.0000, 2.5000);
Red(0, 255.0000, 255.0000);
Green(0, 255.0000, 255.0000);
Blue(0, 255.0000, 255.0000);
Alpha(0, 0.0000, 0.0000);
StartRotation(0, 0.0000, 0.0000);
RotationVelocity(0, 0.0000, 0.0000);
FadeInTime(0.0000);
}
Transformer()
{
LifeTime(8.0000);
Position()
{
LifeTime(8.0000)
}
Size(0)
{
LifeTime(1.0000)
Scale(2.0000);
Next()
{
LifeTime(2.0000)
Scale(2.0000);
}
}
Color(0)
{
LifeTime(1.0000)
Move(0.0000,0.0000,0.0000,160.0000);
Next()
{
LifeTime(7.0000)
Move(0.0000,0.0000,0.0000,-160.0000);
}
}
}
Geometry()
{
BlendMode("NORMAL");
Type("PARTICLE");
Texture("dag1_mist");
}
ParticleEmitter("DryIce")
{
MaxParticles(-1.0000,-1.0000);
StartDelay(0.0000,0.0000);
BurstDelay(1.5000, 1.5000);
BurstCount(1.0000,1.0000);
MaxLodDist(1000.0000);
MinLodDist(800.0000);
BoundingRadius(5.0);
SoundName("")
NoRegisterStep();
Size(1.0000, 1.0000);
Hue(255.0000, 255.0000);
Saturation(255.0000, 255.0000);
Value(255.0000, 255.0000);
Alpha(255.0000, 255.0000);
Spawner()
{
Spread()
{
PositionX(-0.1000,0.1000);
PositionY(0.0000,0.0000);
PositionZ(-0.1000,0.1000);
}
Offset()
{
PositionX(-8.0000,8.0000);
PositionY(0.0000,0.0000);
PositionZ(2.0000,2.0000);
}
PositionScale(0.0000,0.0000);
VelocityScale(0.0000,0.0000);
InheritVelocityFactor(0.0000,0.0000);
Size(0, 2.0000, 2.5000);
Red(0, 255.0000, 255.0000);
Green(0, 255.0000, 255.0000);
Blue(0, 255.0000, 255.0000);
Alpha(0, 0.0000, 0.0000);
StartRotation(0, 0.0000, 0.0000);
RotationVelocity(0, 0.0000, 0.0000);
FadeInTime(0.0000);
}
Transformer()
{
LifeTime(8.0000);
Position()
{
LifeTime(8.0000)
}
Size(0)
{
LifeTime(1.0000)
Scale(2.0000);
Next()
{
LifeTime(2.0000)
Scale(2.0000);
}
}
Color(0)
{
LifeTime(1.0000)
Move(0.0000,0.0000,0.0000,160.0000);
Next()
{
LifeTime(7.0000)
Move(0.0000,0.0000,0.0000,-160.0000);
}
}
}
Geometry()
{
BlendMode("NORMAL");
Type("PARTICLE");
Texture("dag1_mist");
}
ParticleEmitter("DryIce")
{
MaxParticles(-1.0000,-1.0000);
StartDelay(0.0000,0.0000);
BurstDelay(1.5000, 1.5000);
BurstCount(1.0000,1.0000);
MaxLodDist(1000.0000);
MinLodDist(800.0000);
BoundingRadius(5.0);
SoundName("")
NoRegisterStep();
Size(1.0000, 1.0000);
Hue(255.0000, 255.0000);
Saturation(255.0000, 255.0000);
Value(255.0000, 255.0000);
Alpha(255.0000, 255.0000);
Spawner()
{
Spread()
{
PositionX(-0.1000,0.1000);
PositionY(0.0000,0.0000);
PositionZ(-0.1000,0.1000);
}
Offset()
{
PositionX(-8.0000,8.0000);
PositionY(0.0000,0.0000);
PositionZ(6.0000,6.0000);
}
PositionScale(0.0000,0.0000);
VelocityScale(0.0000,0.0000);
InheritVelocityFactor(0.0000,0.0000);
Size(0, 2.0000, 2.5000);
Red(0, 255.0000, 255.0000);
Green(0, 255.0000, 255.0000);
Blue(0, 255.0000, 255.0000);
Alpha(0, 0.0000, 0.0000);
StartRotation(0, 0.0000, 0.0000);
RotationVelocity(0, 0.0000, 0.0000);
FadeInTime(0.0000);
}
Transformer()
{
LifeTime(8.0000);
Position()
{
LifeTime(8.0000)
}
Size(0)
{
LifeTime(1.0000)
Scale(2.0000);
Next()
{
LifeTime(2.0000)
Scale(2.0000);
}
}
Color(0)
{
LifeTime(1.0000)
Move(0.0000,0.0000,0.0000,160.0000);
Next()
{
LifeTime(7.0000)
Move(0.0000,0.0000,0.0000,-160.0000);
}
}
}
Geometry()
{
BlendMode("NORMAL");
Type("PARTICLE");
Texture("dag1_mist");
}
}
}
}
}
[/spoiler]
And odf:
[spoiler]
[GameObjectClass]       

ClassLabel      =   "prop"
GeometryName    =   "effect_arrow_ed.msh"


[Properties]       

GeometryName            = "effect_arrow"

AttachEffect            = "dag1_mist"
AttachToHardPoint       = "hp_fire"
[/spoiler]

Perhaps, there is exist more of them, but I only start to explore ths.
Beauty is, the way to perfection.

Glory to Ukraine!  :mf: