Released Sulaco Bay

Discussion in 'Terrains, Levels, Maps' started by Nadeox1, Mar 24, 2015.

  1. Ouerbacker

    Ouerbacker
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    Something like this happened to me a few years ago. It gave me a real headache. Have you tried setting the globalenvironmentmap in thelevelinfo?

    BeamNG 2016-01-08 13-35-02-13.jpg BeamNG 2016-01-08 13-36-51-33.jpg
     
  2. Scepheo

    Scepheo
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    Sorry, it was an (admittedly poor) attempt at humour. Does your art/skies/materials.cs start with this:
    Code:
    singleton Material(BNG_Sky_02)
    {
        mapTo = "unmapped_mat";
        materialTag0 = "beamng";
        cubemap = "BNG_Sky_02_cubemap";
        materialTag1 = "Natural";
       materialTag2 = "BNG_sky";
    };
    If it does, then I don't know. I could send you the version that I have (working) now.

    EDIT:
    If you look at his .mis file you'll see that the LevelInfo object actually has that field set correctly, it's just set to blank on map load because the referenced cubemap fails to load.
     
  3. Nadeox1

    Nadeox1
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    Spinning Cube
    BeamNG Team

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    Will retry above, but I recall doing that a few months ago already by taking the whole skies folder from ECA and dropping it there.
     
  4. Ouerbacker

    Ouerbacker
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    I really should have noticed this.

    ________________________________________

    I looked at it a little more closely this time. Part of the problem has to do with the images having different formats. All of them are rgb 8bit pngs. However, skybox_5 and skybox_6 are lacking alphas while the others have alphas. For some reason or other, this makes a difference. I suspect that the .dml might also be messed up but I'm not sure. I'm going to go look at it now.
     
  5. Scepheo

    Scepheo
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    That's why I told him to copy the skybox textures from ECA. They're all in the same DDS format.

    There's a double entry for skybox_6, but that doesn't seem to affect anything. The changes I mentioned in my first post (fixing the texture formats and correctly naming the skybox material) made it work for me. You could try doing those things and see it that makes it work for you.
     
  6. Ouerbacker

    Ouerbacker
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    Yeah, I was also wrong about the .dml. The problem is the material.cs located in sulaco_bay/art/skies. The top entry looks like the batch of code directly below this text. It needs to be changed to the bottom one.

    Code:
    singleton Material(BNG_Sky_02_cubemap)
    {
        mapTo = "unmapped_mat";
        materialTag0 = "beamng";
        cubemap = "BNG_Sky_02_cubemap";
        materialTag1 = "Natural";
       materialTag2 = "BNG_sky";
    };
    Code:
    singleton Material(BNG_Sky_02)
    {
        mapTo = "unmapped_mat";
        materialTag0 = "beamng";
        cubemap = "BNG_Sky_02_cubemap";
        materialTag1 = "Natural";
       materialTag2 = "BNG_sky";
    };
     
    #66 Ouerbacker, Jan 9, 2016
    Last edited: Jan 9, 2016
  7. pournstr33t

    pournstr33t
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    Aug 21, 2013
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    9
    This map reminds me of Just Cause 2.
     
  8. Nadeox1

    Nadeox1
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    BeamNG Team

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    Updated the ZIP with the Static Reflections fix kinly provided from Scepheo and Ouerbacker :)
     
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