Freedom Reborn

Freedom Force Forums => Mods => Topic started by: Randomdays on January 18, 2021, 10:06:38 AM

Title: map and sky box question
Post by: Randomdays on January 18, 2021, 10:06:38 AM
For FF:

I'm able to add the skybox to the maps, following directions, but i get a crash in the editor when I select "edit in game" (level editor crashes) to set up the skybox's xyz coordianates.

I'm picking some numbers that work, but I'm sure the skybox is off center.

So, 3 questions; 1) The map xyz 0,0,0 - center of the map or 1 of the corners?
                           2) the skybox, when set at an xyz, - is that the center of the nif or one of its edge corners?
                           3) Is the skybox so big that it doesn't matter if it's off center?

Tested on the 1st mission map using Minute Man's starting position and it looks okay, but I know he starts near the left edge of the map, not the center

Thanks,

RD
Title: Re: map and sky box question
Post by: BentonGrey on January 18, 2021, 09:17:51 PM
Howdy RD, I'm sorry, I wish I could help you with this.  I'm afraid I've only very slightly fiddled with sky boxes, and only on maps that came with them.  I'd recommend examining one of the already extant skybox maps and seeing what you can see. 

Can you launch the level editor on a different map, or is it just not working at all.
Title: Re: map and sky box question
Post by: Randomdays on January 19, 2021, 01:35:46 AM
I've only tried on the 1st campaign map so good idea to try others, but I' guessing its the level editor itself. maybe messing around with a shortcut a trying different compatibilities.

I'm thinking I'll just play around with Minute man's starting position numbers to see where he ends up. I'll assume that like most games that the upper left corner is 0,0 for the x,y.

I barely got the game running when I just reinstalled. I'm on a Win7 64bit laptop and nothing I tried could get the game to run, even checking here and on GoG and Steam. What finally worked was using an old no cd hack for 1.3 and then it ran fine. I'm wondering if for those out there that who had the same problem as me if its due to copy protection (even with the cd in drive).
Title: Re: map and sky box question
Post by: BentonGrey on January 19, 2021, 03:07:52 AM
Well, the GOG one shouldn't have any of those issues, weird.

Yeah, I was going to suggest compatibility settings for the editor.  That's the best advice I can give.

Good luck, man!
Title: Re: map and sky box question
Post by: SickAlice on January 26, 2021, 06:07:20 PM
I been thinking about skyboxes lately as well though it's something I'm going to need at a later time. I'm shooting from the hip here mind you and not certain where you're at to begin with in this but general XYZ refers to the positioning of the center point of a node and/or vertice. In these games more node though. Using Nifskope as a measuring tool and the colors of the arrows displayed for axis it's X = back to front (green), Y = l to R (red) and Z = up to down (blue). The math for the Nif environment is unusual whereas normally in 3d productions everything is figured against a single point in an entire scene in our case each nif itself is it's own scene so you figure them against themselves. I've been starting to do something new myself where I go through a process of remaking whatever nif, mostly using your old handy tutorial, and zeroing out the original position to make the positioning math easier. Now if these or this specific skybox in question has some unique property I can't tell you off hand but this is normally the way it works in the Netimmerse engine, every game I've seen that utilizes it and dissected for study. My method here again would be to create my own skybox, an easy task since it's just a huge half sphere so that I could determine all the initial variables myself and easily work with it after.

As for the second about issues with various versions and Win that seems to be a broad one for all of us. One check I found that I do every time whether I'm making a new character directory even is to right click on anything and go to the security prompt then enable everything, specifically permissions for users. They tend to be checked to off and especially Write permissions. This of course means the game engine and it's tools can't make changes to it's own files. Then of course after uncheck the Read Only attribute. Else yes I had the same issue with the second game and on Win 8.1 x64 and used the same exact patch. I also had to do a trick utilizing two different paths since some of the custom mod stuff is hardcoded for one path, an older one utilized before modern Windows it seems and a different hardcoded one in the game engines themselves. Then making sure both data directories are pointed to in Editor of course.