Aller au contenu

Photo

What's the CEP skyfade1?


  • Veuillez vous connecter pour répondre
7 réponses à ce sujet

#1
Lucky Luciano

Lucky Luciano
  • Members
  • 17 messages
Hello comunity, I'm a spanish builder from the online server www.puertadebaldur.net

I need help with the cep2_add_sky model "skyfade1.mdl".

I'm having problems with it, when I use the "sx_space_tileset". A picture will explain it better:

Posted Image

If I delete the "skyfade1.mdl" it will works perfectly. How important is this model? Is safe to delete it?

Thanks for your help!

PS. I've got little ideas about to repair tilesets and placeables if someone need help too ;)

Modifié par Lucky Luciano, 18 septembre 2011 - 09:35 .


#2
Calvinthesneak

Calvinthesneak
  • Members
  • 656 messages
I want to say it's a place for skyline fade for dawn/dusk events. I'm not entirely sure though. The space tileset was made by Ninjaweaselman I belive and never had that skyfade previously. Someone from the CEP might have to answer what the model is for.

#3
Lucky Luciano

Lucky Luciano
  • Members
  • 17 messages
Thanks Calvin :)

Ninjawaselman is the author and the "skyfade1.mdl" isn't in his tileset.

I think, this model appeared in HotU first time, then in a HotU patch and finally in cep2_add_sky.

I'll wait for a CEP member answer, thanks again!

#4
OldTimeRadio

OldTimeRadio
  • Members
  • 1 400 messages
I just took a look at it and it appears to have "shadow" ticked on the AuroraTrimesh modifier.  Is that supposed to be the case for skyboxes?  Otherwise, it looks like  a normal skybox model I guess.  Made in 2004 with an early version of NWMax, not that there's anything wrong with that.  Uses a HotU texture w/alpha.

Looks like its upposed to be a featureless blue sky that fades out right as it reaches the horizon.

?

Modifié par OldTimeRadio, 17 septembre 2011 - 04:18 .


#5
Lucky Luciano

Lucky Luciano
  • Members
  • 17 messages
Nice, OldTimeRadio, you think I can have problems or losing something important if I delete skyfade1.mdl from cep2_add_sky.hak?

Everything it's about to use sx_space_tileset.hak http://nwvault.ign.c....Detail&id=7305

;)

#6
OldTimeRadio

OldTimeRadio
  • Members
  • 1 400 messages
I really don't know.  I don't want to say because sometimes people can do great things by making "malformed" models- like exploiting bugs in the engine to make some wonderful effect or to achieve something they couldn't normally do.  At least one of my cooler experiments got around an engine issue by making a model which would normally be considered broken if someone else analyzed the structure of it.

Can't you just switch to a different skybox model for that area or turn it off in the toolset?

Edit: Oh, I kind of see what you're talking about.  I don't think in reality it's probably that important.  Just make sure you can fix what you change if it does wind up being something important.  :)

Modifié par OldTimeRadio, 17 septembre 2011 - 05:12 .


#7
Lucky Luciano

Lucky Luciano
  • Members
  • 17 messages
After trying the mod without de "skyfade1.mdl" there wasn't any problem, of course, but I noticed a lower quality in the skies, maybe in the joints, but I'm not sure about it.

Is there any posibility to change the "skyfade1.mdl" to make an exception with the "sx_space_tileset.hak" model "vortex_001.mdl" (I think is the model that makes the tileset work well)?

Thaks again for your time and your help =)

#8
Lucky Luciano

Lucky Luciano
  • Members
  • 17 messages
Well, I got it.

Finally I mixed the two models in one and it works perfectly.

Thanks again for your help!

If someone is interested in the fix, I'll share with him, but I preferer that the author (ninjaweaselman) upload it to the vault himself (of course, I sent him a mail).

So long ;)