Dynamic asteroids & debris
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Ok, so I’m working on creating dynamic objects in asteroid fields and debris fields…I’m pretty succesfull so far BUT, the textures are missing on some of the debris bjects. As far as I know the mat address is good in the asteroidarch.ini. So far I’m working on liberty Detroit debris field. in here debris appear to be black and I don’t know why because the same type of debris appears ok in the Jersey debris field…only the jersey debris field is not dynamic yet.
Please help, I’m working on a mod to make all asteroid fields dynamic so that flying giant ships through asteroids will seem more realistic. I mean C’mon, a ship 5 times as big as an asteroid will not bounce of the rock, the rock will slowly bounce off of the ship’s way. I’m basically continuing the Destructible Universe 1.0 mod by Integer Man. All the asteroids and debris are destructable…to give a Star wars empire strikes back effect (remember the star destroyers through the asteroid field shooting rocks & stuff)This is the debris section of dynamic asteroids from the asteroidarch.ini:
[DynamicAsteroid]
nickname=da_debris_large1
DA_archetype=solar\asteroids\models\debris_large01.3db
material_library=solar\ast_debris.mat
explosion_arch=explosion_large_mine3
;recharge_time=2[DynamicAsteroid]
nickname=da_debris_large2
DA_archetype=solar\asteroids\models\debris_large02.3db
material_library=solar\ast_debris.mat
explosion_arch=explosion_large_mine3
;recharge_time=2[DynamicAsteroid]
nickname=da_debris_large3
DA_archetype=solar\asteroids\models\debris_large03.3db
material_library=solar\ast_debris.mat
explosion_arch=explosion_large_mine3
;recharge_time=2[DynamicAsteroid]
nickname=da_debris_medium1
DA_archetype=solar\asteroids\models\debris_medium01.3db
material_library=solar\ast_debris.mat
explosion_arch=explosion_large_mine3
;recharge_time=2[DynamicAsteroid]
nickname=da_debris_medium2
DA_archetype=solar\asteroids\models\debris_medium02.3db
material_library=solar\ast_debris.mat
explosion_arch=explosion_large_mine3
;recharge_time=2[DynamicAsteroid]
nickname=da_debris_small1
DA_archetype=solar\asteroids\models\debris_small01.3db
material_library=solar\ast_debris.mat
explosion_arch=explosion_large_mine3
;recharge_time=2[DynamicAsteroid]
nickname=da_debris_small2
DA_archetype=solar\asteroids\models\debris_small02.3db
material_library=solar\ast_debris.mat
explosion_arch=explosion_large_mine3
;recharge_time=2This is from the Li01_detroit_debris_field_001.ini:
[TexturePanels]
file = solar\asteroids\debris_shapes.ini[Field]
cube_size = 400
fill_dist = 1600
diffuse_color = 100, 100, 80
ambient_color = 255, 255, 255
ambient_increase = 20, 20, 30
empty_cube_frequency = 0.600000[properties]
flag = Debris_objects
flag = Object_density_low[Exclusion Zones]
exclusion = Zone_Li01_Detroit_high_density_debris
exclude_billboards = 1
exclusion = Zone_Li01_Detroit_storage_area
exclude_billboards = 1
empty_cube_frequency = 0.750000
exclusion = ZONE_Li01_vignette8_exclusion
exclusion = ZONE_Li01_vignette12_exclusion
exclusion = ZONE_Li01_vignette14_exclusion[Cube]
xaxis_rotation = 0, 0, 180, 180
yaxis_rotation = 0, 30, 90, 195
zaxis_rotation = 0, 0, 180, 180
;asteroid = debris_small1, -0.700000, 0.300000, 0.200000, 0, 20, 190
;asteroid = debris_med2, -0.300000, -0.300000, 0.800000, 85, 0, 185
;asteroid = debris_large1, -0.200000, -0.100000, -0.600000, 105, 160, 25
;asteroid = debris_small2, 0.000000, -0.900000, -0.800000, 35, 110, 60[Band]
render_parts = 10
shape = debris_belt_04
height = 6000
offset_dist = 2500
fade = 1.100000, 1.450000, 10, 11
texture_aspect = 1.000000
color_shift = 0.900000, 0.900000, 0.900000
ambient_intensity = 1.000000
vert_increase = 2[AsteroidBillboards]
count = 150
start_dist = 1000
fade_dist_percent = 0.300000
shape = debris_tri
color_shift = 1, 1, 1
ambient_intensity = 1.000000
size = 50, 130[DynamicAsteroids]
asteroid = dasteroid_debris_small1
count = 5
placement_radius = 150.000000
placement_offset = 90.000000
max_velocity = 8.000000
max_angular_velocity = 2.000000
color_shift = 1, 1, 1[DynamicAsteroids]
asteroid = da_debris_large1
count = 10
placement_radius = 600.000000
placement_offset = 250.000000
max_velocity = 0.000000
max_angular_velocity = 0.000000
color_shift = 0.000000, 0.000000, 0.000000[DynamicAsteroids]
asteroid = da_debris_medium2
count = 15
placement_radius = 550.000000
placement_offset = 200.000000
max_velocity = 0.000000
max_angular_velocity = 0.000000
color_shift = 0.000000, 0.000000, 0.000000[DynamicAsteroids]
asteroid = da_debris_small1
count = 20
placement_radius = 500.000000
placement_offset = 200.000000
max_velocity = 0.000000
max_angular_velocity = 0.000000
color_shift = 1.000000, 1.000000, 1.000000[LootableZone]
asteroid_loot_container = lootcrate_ast_loot_metal
asteroid_loot_commodity = commodity_scrap_metal
dynamic_loot_container = lootcrate_ast_loot_metal
dynamic_loot_commodity = commodity_scrap_metal
asteroid_loot_count = 0, 0
dynamic_loot_count = 1, 1
asteroid_loot_difficulty = 50
dynamic_loot_difficulty = 3what am I doing wrong?
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Actually scratch that, I fixed it
[DynamicAsteroids]
asteroid = da_debris_medium2
count = 15
placement_radius = 550.000000
placement_offset = 200.000000
max_velocity = 0.000000
max_angular_velocity = 0.000000
color_shift = 0.000000, 0.000000, 0.000000 <–--------issue was HEREIchanget those to 1,1,1 and everything is now visible…man this mod is gonna kick arse :))
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This method may help you:
1st:
For example :Li01_detroit_debris_field_001.ini:
[Field]
cube_size = 400
fill_dist = 1600
diffuse_color = 100, 100, 80
ambient_color = 255, 255, 255
ambient_increase = 20, 20, 30
empty_cube_frequency = 0.600000<–-------- HERE:The modification is 1
As such:empty_cube_frequency = 12nd Still in Li01_detroit_debris_field_001.ini:
[Cube]
xaxis_rotation = 0, 0, 180, 180
yaxis_rotation = 0, 30, 90, 195
zaxis_rotation = 0, 0, 180, 180
asteroid = debris_small1, -0.700000, 0.300000, 0.200000, 0, 20, 190
asteroid = debris_med2, -0.300000, -0.300000, 0.800000, 85, 0, 185
asteroid = debris_large1, -0.200000, -0.100000, -0.600000, 105, 160, 25
asteroid = debris_small2, 0.000000, -0.900000, -0.800000, 35, 110, 60
☆Be careful :All before asteroid “;” delet!!Don’t as you![DynamicAsteroids]
asteroid = da_debris_large1<–-------- HERE,This is from [Cube]
count = 10<–-------- HERE,Make into 100,this is can looked count in space!
placement_radius = 600.000000
placement_offset = 250.000000
max_velocity = 0.000000
max_angular_velocity = 0.000000
color_shift = 0.000000, 0.000000, 0.000000<---------- HERE,Mistake!
As such:
[DynamicAsteroids]
asteroid = da_debris_large1
count = 100
placement_radius = 800.000000
placement_offset = 90.000000
max_velocity = 5.000000
max_angular_velocity = 0.200000
color_shift = 1, 1, 1Propose delet other [DynamicAsteroids] in this file(Li01_detroit_debris_field_001.ini)!
OK!Please test!
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Baaaah, I got another problem…. I made the field in new york dynamic but the minefield is toasted…I left that alone and untouched and when I get close to a mine to see if it explodes the game crashes…the only way to fix it is to make the mines dynamic asteroids, in which case they don’t autoamticaly explode when you get close to them…anyone got any ideas why it’s crashing?.. I think it’s related to the asteroid arch…but I have no idea what because the [AsteroidMines] section is not tampered with
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dream wrote:
2nd Still in Li01_detroit_debris_field_001.ini:
[Cube]
xaxis_rotation = 0, 0, 180, 180
yaxis_rotation = 0, 30, 90, 195
zaxis_rotation = 0, 0, 180, 180
asteroid = debris_small1, -0.700000, 0.300000, 0.200000, 0, 20, 190
asteroid = debris_med2, -0.300000, -0.300000, 0.800000, 85, 0, 185
asteroid = debris_large1, -0.200000, -0.100000, -0.600000, 105, 160, 25
asteroid = debris_small2, 0.000000, -0.900000, -0.800000, 35, 110, 60
☆Be careful :All before asteroid “;” delet!!Don’t as you!If I delete the " ; " comment sign then I will have non dynamic asteroids in the field, asteroids that will stop ships instead of bouncing of on impact. So by deleting that I would get an effect opposite to the one I want to acheive.
anyways, fixed the mine crash issue…something in the asteroid arch…didn’t find out what, I just added the custom dynamic asteroids to the original asteroidarch.