[?] Custom Sky and Destroyable objects

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VapoMan
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[?] Custom Sky and Destroyable objects

Post by VapoMan »

Ive made a custom sky for my map Black Gold. I want to have the sky texture in my map folder so will load up ingame, but people wont have to edit common_client.zip

I have tried the following and it did not work, came up with an error saying it couldnt find it:
Next just recreate the file structure in your map like this.
Levels/Your_map_with_custom_sky/common/textures/sky
Now just drop your sky texture in the newly created sky folder. Pack your map, make sure that your texture and file structure has been saved in the client.zip if not packing by hand.
Adding Custom Sky to your map. - Official BF Editor Forums


I also just realised the stairs I am using (stairs_v1) in my map are destroyable. Is there a way I could make them undestroyable just in my map. im guessing that I would have to edit the stairs_v1 tweak file and then put it in objects_client.zip in my map folder, but what are the actual lines that need to be changed.

stairs_v1 tweak file:

Code: Select all

rem *** Generated with Bf2Editor.exe [created: 2006/5/15 11:52]
GeometryTemplate.setSubGeometryLodDistance 0 0 50
GeometryTemplate.setSubGeometryLodDistance 1 0 50
GeometryTemplate.setSubGeometryLodDistance 1 1 100
GeometryTemplate.doNotGenerateLightmaps 0
GeometryTemplate.lightmapOverride 0
GeometryTemplate.compressVertexData 1
GeometryTemplate.maxTextureRepeat 16
GeometryTemplate.glowing 0
GeometryTemplate.noLighting 0
ObjectTemplate.activeSafe DestroyableObject stairs_v1
ObjectTemplate.creator MB:mbortolino
ObjectTemplate.modifiedByUser "mb"
ObjectTemplate.setNetworkableInfo BasicInfo
ObjectTemplate.saveInSeparateFile 1
ObjectTemplate.isDestructable 1
ObjectTemplate.cullRadiusScale 6
rem ---BeginComp:Armor ---
ObjectTemplate.createComponent Armor
ObjectTemplate.armor.maxHitPoints 1000
ObjectTemplate.armor.hitPoints 1000
ObjectTemplate.armor.defaultMaterial 1001
ObjectTemplate.armor.waterLevel -0.3
ObjectTemplate.armor.explosionDamage 80
ObjectTemplate.armor.explosionRadius 10
ObjectTemplate.armor.explosionForce 5
ObjectTemplate.armor.explosionForceMod 8
ObjectTemplate.armor.explosionForceMax 50
ObjectTemplate.armor.explosionMaterial 78
ObjectTemplate.armor.wreckExplosionMaterial 78
ObjectTemplate.armor.wreckHitPoints 100
ObjectTemplate.armor.timeToStayAsWreck -1
ObjectTemplate.armor.timeToStayAfterDestroyed -1
ObjectTemplate.armor.wreckDelay 0.05
ObjectTemplate.armor.canBeDestroyed 0
ObjectTemplate.armor.showDamageAsDirt 500
ObjectTemplate.armor.addArmorEffect 0 e_mexp_m_prbuilding 0.427991/1.60092/-1.85905 0/0/0
rem ---EndComp ---
ObjectTemplate.geometry stairs_v1
ObjectTemplate.setCollisionMesh stairs_v1
ObjectTemplate.mapMaterial 0 Penetrable_plaster_wall 1001
ObjectTemplate.mapMaterial 1 Stairs_wood 35
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.physicsType Mesh

Thanks :)
VapoMan

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J.F.Leusch69
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Re: [?] Custom Sky and Destroyable objects

Post by J.F.Leusch69 »

for custom tweaks in the map for any object, thats not working as the core overwrites them anyway.

it is possible to have a custom texture for either terrain, sun or sky inside the client.zip of the map.
you will have to recreate the file structur in it and/or edit the sky.con to get the new location.
Skydome.skyTexture levels\black_gold\common\textures\sky\Skytexutre
or
Skydome.skyTexture levels\black_gold\client\common\textures\sky\Skytexutre
VapoMan
Retired PR Developer
Posts: 1139
Joined: 2009-05-29 07:11

Re: [?] Custom Sky and Destroyable objects

Post by VapoMan »

OK I got the sky texture working thanks :) I did the same thing that I did before but for some reason it worked this time. Maybe it was just a typo I missed.

Could this:
ObjectTemplate.isDestructable 1

Be used in the staticobjects.con file? I think Ive seen it in there before.

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Rhino
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Re: [?] Custom Sky and Destroyable objects

Post by Rhino »

Don't use the "stairs_v1" static, or any of the other afghan statics as they are all being phased out of the mod.
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VapoMan
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Re: [?] Custom Sky and Destroyable objects

Post by VapoMan »

but theres no other stairs besides the afghan ones...

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VapoMan
Retired PR Developer
Posts: 1139
Joined: 2009-05-29 07:11

Re: [?] Custom Sky and Destroyable objects

Post by VapoMan »

Sooo... is there any plan on replacing some of the statics? or is there any similar statics that people have seen from other mods?

I really really want the stairs, but if no ones making a replacement ill just redo those parts of the map :?

EDIT: eh dont worry about it, I decided to shut up and just remove the statics.
Last edited by VapoMan on 2011-01-25 02:40, edited 1 time in total.

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