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				BloodGulch sky
				Posted: Fri Aug 17, 2007 8:41 pm
				by sniperkillz
				How do I make bloodgulch's sky black with stars in it?
			 
			
					
				
				Posted: Fri Aug 17, 2007 8:43 pm
				by Sgt.Peppers
				Either skin it, or PMI one from another map into it, then swap it.
I'd just skin it, though.
			 
			
					
				
				Posted: Fri Aug 17, 2007 8:58 pm
				by sniperkillz
				Boarding Action has a sky like that. How do I PMI? Is there a tut anywhere?[/quote]
			 
			
					
				
				Posted: Fri Aug 17, 2007 9:01 pm
				by Sgt.Peppers
				Yes, use the search feature, there are plenty of PMI tutorials out there. I'll warn you, it'll take some time PMI'ing your first time.
EDIT: 
Here, this is probably the best tutorial out there, good luck.
 
			
					
				
				Posted: Fri Aug 17, 2007 9:02 pm
				by sniperkillz
				Unless of course you want to skin it for me.
			 
			
					
				
				Posted: Fri Aug 17, 2007 10:00 pm
				by Andrew_b
				well
you can get it dark without skinning it...my friend did (i watched him)...
so theres a way to do it...if i screw around with it i could probably find out how to do it?
			 
			
					
				
				Posted: Fri Aug 17, 2007 10:45 pm
				by DisceCruxLogos
				One could always just take night textures from one MP map and import them into bloodgulch. I did that for one of my maps and it turned out fine, you just have to make sure you get the right textures for the right slots; otherwise it looks really weird. There are several slots. (All this can be done in HMT)
			 
			
					
				
				Posted: Sat Aug 18, 2007 12:03 am
				by Patrickh
				um, go into the model tab in HHT and find the sky model. there will be dependencies for clear sky blue and for stars. swap the blue sky ones so they are the stars ones. then, if you want, go into the sky tab and select the sky. there will be a dependency for the sun, null it out.
2-3 dependency swaps... no need for PMI... you could just inject the texture anyway.
			 
			
					
				
				Posted: Sat Aug 18, 2007 11:37 am
				by sniperkillz
				Patrickh wrote:um, go into the model tab in HHT and find the sky model. there will be dependencies for clear sky blue and for stars. swap the blue sky ones so they are the stars ones. then, if you want, go into the sky tab and select the sky. there will be a dependency for the sun, null it out.
2-3 dependency swaps... no need for PMI... you could just inject the texture anyway.
I found the sun thing and nulled it out.. but I don't see anything with stars...
 
			
					
				
				Posted: Mon Aug 20, 2007 4:05 am
				by hell_knight
				edit this
sky\clear afternoon\bitmaps\sky clear blue
just skin it all black
			 
			
					
				
				Posted: Mon Aug 20, 2007 3:26 pm
				by sniperkillz
				I dont want it all just black.. I want STARS in the sky too
			 
			
					
				
				Posted: Mon Aug 20, 2007 3:41 pm
				by Andrew_b
				look...dont skin the star bitmap black...
			 
			
					
				
				Posted: Tue Aug 21, 2007 11:05 am
				by hell_knight
				just skin the sky blue bitmap black and the stars are a DIFFERENT bitmap so its still applied
			 
			
					
				
				Posted: Thu Aug 23, 2007 9:28 pm
				by Patrickh
				you CAN do that exact effect with 2 dependency swaps... here: 
go to the scex tag in hht. find sky clear blue.
there are 2 stars dependenciies and 2 blue sky dependencies. change the blue sky ones to stars ones. thats IT. starry night. use logic guys
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