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Skies in converted bsps
Posted: Mon May 29, 2006 6:10 pm
by Snaku
Those of us who've messed with converted bsp's know that you can't simply use a sky like normal. It was suggested (in the entity thread, I believe) by xHeadshotmastax that the sky's model could simply be spawned the same way we spawn machs and stuff, but my attempt to do so failed. Anybody know how to do this?
Posted: Mon May 29, 2006 7:35 pm
by akamasta
I have the same problem, i did a sp>mp conversion of the bridge on newmombasa and would like to know how to put a sky in there besides for the blackness it has.....
Posted: Mon May 29, 2006 8:40 pm
by shade45
To get the sky working just check what chunk number the sky is referenced in, in the sp sky pallette and make sure its referenced in the same chunk for the mp map by cloning the chunks
Posted: Tue May 30, 2006 5:04 am
by Snaku
Um... I really appreciate the help, Shade, but I don't quite understand. Maybe it'll make more sense when I open a map and check it out. If so, I'll edit and say that I got it, but if not, could you explain in a bit more detail, please?
Posted: Tue May 30, 2006 6:26 am
by shade45
Ok sorry im not the best for explaining stuff
But to get a sky to work you need to open up you Sp map go to the scnr tag then the sky pallette and look through it until you find the chunk number that your sky is referenced in
So say you find the sky for the bsp you converted referenced in chunk 6 of the Sp maps sky pallette. And your Mp map only has 1 chunk in its sky pallette you will have to use entity to clone 5 more chunks so that you can reference the sky in the 6th chunk of the Mp map making it referenced in the same chunk it is in the sp map.
Hopefully this explains it better. After you do this the sky should be woking
Posted: Tue May 30, 2006 7:55 am
by x088x
Shade, would this be the same way to transfer scenery easily?
Posted: Tue May 30, 2006 8:49 am
by Snaku
Sweet. Thank you.
Posted: Tue May 30, 2006 9:19 am
by shade45
x088x wrote:Shade, would this be the same way to transfer scenery easily?
Yeah would work the same way
Posted: Tue May 30, 2006 3:13 pm
by Snaku
On that subject, has anybody gotten the bridge working yet? It seemed that everybody and their dog were working on it, then nothing. Wouldn't this method make the scen transferring really easy?
Posted: Tue May 30, 2006 3:24 pm
by xzodia
snaku wrote:On that subject, has anybody gotten the bridge working yet? It seemed that everybody and their dog were working on it, then nothing. Wouldn't this method make the scen transferring really easy?
its not a question of ease, it that there was some werid problem with the scen...something to do with freezing or no collision it got very confusing
but basically even after people had placed all the scen it still didnt work

Posted: Tue May 30, 2006 3:24 pm
by x088x
My thoughts exactly, Snaku. TSF said something about a weird System Link problem, but I've seen pictures of it on System Link.
Posted: Tue May 30, 2006 4:08 pm
by shade45
The collision in the scen items is also fixed if you do it this way, just make sure everything is referenced in the same chunk numbers as the sp map
Posted: Wed May 31, 2006 5:33 am
by Snaku
xzodia wrote:its not a question of ease, it that there was some werid problem with the scen...something to do with freezing or no collision it got very confusing
but basically even after people had placed all the scen it still didnt work

(word filter got me--insert exclamation that is synonymous with a large structure designed for restraining water). You know, the whole reason I invented the motorcycle was for that map. I intended to hand it over to you first (back when you were working on the bridge) then release it to everybody else... or since it was supposed to be fully drag-and-droppable, they could've just ripped it from your map.