Day maps to night maps

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  • xstax981

    #1

    Day maps to night maps

    I was modding away, and using some tutorials from http://www.bfeditor.org managed to get a night map to work, without SF (but of course you can't have night-goggles and the like).

    First of all, this stuff is all exe code, and leftover unused vanilla BF2 skies.

    You can choose to make it pitch black so you need night vision, or you can make it so you can just play during the night.

    First off, everything that you need takes place in the Sky.con file of any map. Just open a map's server.zip file.

    (For sake of consistency, I'm using Karkand as an example)

    Find this code:

    Code:
    Skydome.skyTemplate skydome
    Skydome.cloudTemplate cloudlayer
    Skydome.hasCloudLayer 0
    Skydome.hasCloudLayer2 0
    Skydome.scrolldirection 0/0
    Skydome.scrolldirection2 0/0
    Skydome.cloudTexture common\textures\cloud\Cloud03
    Skydome.cloudTexture2 
    Skydome.skyTexture common\textures\sky\karkand_cloudy
    Skydome.domeRotation 60
    Skydome.fadeCloudsDistances 900/500
    Skydome.cloudLerpFactors 0.5/0.5
    Skydome.flareTexture common\textures\sunflare\Sunglow_32bit_v2
    Skydome.flareDirection 0.00/0.00/0.00
    Change it to this:

    Code:
    Skydome.skyTemplate skydome
    Skydome.cloudTemplate cloudlayer
    Skydome.hasCloudLayer 1
    Skydome.hasCloudLayer2 1
    Skydome.scrolldirection -0.01/-0.002
    Skydome.scrolldirection2 -0.015/0.005
    Skydome.cloudTexture common\textures\cloud\Cloud10
    Skydome.cloudTexture2 common\textures\cloud\Cloud10
    Skydome.skyTexture common\textures\sky\skyNight01
    Skydome.domeRotation 180
    Skydome.fadeCloudsDistances 500/800
    Skydome.cloudLerpFactors 0.4/0.3
    rem Skydome.flareTexture common\textures\sunflare\Sunglow_32bit
    rem Skydome.flareFadeMul 0.5
    rem Skydome.flareDirection -0.74/0.24/-0.62
    The sunglow part is rem'd because if it isn't, you'll get an annoying sunglow which can ruin the map.

    Above it, find:

    Code:
    Lightmanager.init
    Lightmanager.skycolor 0.80/0.75/0.65
    Lightmanager.ambientcolor 0.709804/0.666667/0.584314
    Lightmanager.sunColor 0.997647/0.985098/0.96
    Lightmanager.sunSpecColor 0.984314/0.913726/0.784314
    if v_arg1 == BF2Editor
    LightSettings.TerrainSunColor 0.75/0.71/0.57
    LightSettings.TerrainSkyColor 0.73/0.64/0.33
    else
    terrain.sunColor 0.75/0.71/0.57
    terrain.GIColor 0.73/0.64/0.33
    endIf
    Lightmanager.staticSunColor 0.80/0.74/0.58
    Lightmanager.staticSpecularColor 0.65/0.60/0.52
    Lightmanager.staticSkyColor 0.53/0.45/0.28
    Lightmanager.singlePointColor 0.00/0.00/0.00
    Lightmanager.sunDirection -0.260104/-0.80032/-0.540216
    Lightmanager.enableSun 1
    Lightmanager.effectSunColor 0.98/0.91/0.78
    Lightmanager.effectShadowColor 0.29/0.26/0.20
    Lightmanager.defaultEffectLightAffectionFactor 1
    Lightmanager.hemilerpbias 0.25
    hemiMapManager.setBaseHemiMap Levels/Strike_at_Karkand/groundhemi 0.000000/0.000000/0.000000 2048.000000 500.000000
    Lightmanager.treeAmbientColor 0.58/0.45/0.27
    Lightmanager.treeSunColor 0.86/0.67/0.49
    Lightmanager.treeSkyColor 0.93/0.89/0.79
    Change it to:

    Code:
    Lightmanager.init
    Lightmanager.skycolor 0.4/0.5/0.68
    Lightmanager.ambientcolor 0.609804/0.617647/0.656863
    Lightmanager.sunColor 0.6/0.67/0.75
    Lightmanager.sunSpecColor 0.334118/0.338431/0.319608
    if v_arg1 == BF2Editor
    LightSettings.TerrainSunColor 0.5/0.52/0.73
    LightSettings.TerrainSkyColor 0.35/0.42/0.60
    LightmapSettings.waterSunIntensity 0.8
    else
    terrain.sunColor 0.4/0.42/0.57
    terrain.GIColor 0.35/0.41/0.55
    terrain.waterSunIntensity 0.8
    endIf
    Lightmanager.staticSunColor 0.37/0.39/0.42
    Lightmanager.staticSpecularColor 0.44/0.41/0.44
    Lightmanager.staticSkyColor 0.35/0.45/0.67
    Lightmanager.singlePointColor 0.95/0.94/0.79
    Lightmanager.sunDirection 0.722505/-0.348215/0.597271
    Lightmanager.enableSun 1
    Lightmanager.effectSunColor 0.43/0.42/0.41
    Lightmanager.effectShadowColor 0.36/0.38/0.38
    Lightmanager.defaultEffectLightAffectionFactor 1
    Lightmanager.hemilerpbias 1
    hemiMapManager.setBaseHemiMap Levels/Midnight_Sun/groundhemi 0.000000/0.000000/0.000000 2048.000000 300.000000
    Lightmanager.treeAmbientColor 0.5/0.55/0.75
    Lightmanager.treeSunColor 0.5/0.52/0.9
    Lightmanager.treeSkyColor 0.43/0.49/0.48
    I haven't done this in awhile, so if this is wrong, tell me and I'll amend it.

    If you want to make it more like SF skies, see this post on BFEditor.org
  • scrogathon

    #2
    Re: Day maps to night maps

    hey thanks for this I got it to work:)

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