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) ?
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.
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...?
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?
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]
(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fmemberfiles.freewebs.com%2F78%2F50%2F75505078%2Fphotos%2FBattlefront%25202013-09-22%252018-53-36-51.jpg&hash=b5c28e0dd9f7d79b377f5da2a6563064da90d813)
[/spoiler]
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
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) )
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...
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?
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]
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.
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 ?
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.
k thx sereja, ill try that this evening
That looks pretty cool. Would it be possible to add a sandstorm or something? Having a bunch of grit in the air would make the map much cooler.
Im sorry but im not gonna add a sandstormor whatever...
I just wanna finish the tsukuyomi mos
Well sereja, nothing against u, but map seems horrible....
If u wanna try urself, i can send u the map Data folder
I've moved the sun(s)
So if u want the folder, just add them again =P
Hmm... I just try to imagine a sky, with the black sun... :blink:
Oh, well, I guess it's cud be enough if you post your .sky and .fx files.
Maybe red, like it should be.. (Or like the dawnguard mod of Skyrim)
http://youtu.be/RvAAVJKVMh4?t=13m36s
Ah, I rememember it, and it calls Black Hole Sun:
http://www.youtube.com/watch?v=3mbBbFH9fAg (http://www.youtube.com/watch?v=3mbBbFH9fAg)
Well, anyway, the best result I got:
[spoiler](https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi59.fastpic.ru%2Fbig%2F2013%2F0926%2Faa%2F172ed5431ae34c92ff223aa5fa9e0aaa.jpg&hash=79def71a480330ac860d92220808432b28381cd7)[/spoiler]
Yeah, thats perfect.
Quote from: Sereja on September 26, 2013, 08:01:42 AM
Ah, I rememember it, and it calls Black Hole Sun:
http://www.youtube.com/watch?v=3mbBbFH9fAg (http://www.youtube.com/watch?v=3mbBbFH9fAg)
Well, anyway, the best result I got:
[spoiler](https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi59.fastpic.ru%2Fbig%2F2013%2F0926%2Faa%2F172ed5431ae34c92ff223aa5fa9e0aaa.jpg&hash=79def71a480330ac860d92220808432b28381cd7)[/spoiler]
Now if there was only a way to have a vacum in swbf, that sucked you into your doom (maybe something like a sarlacc grab.. But straight, or circular, and a slow animation rate.)
Yes, it's possible, you just need to figure out, how to make new animation for animatedprop traps, and tornado will be done.