Feral Heart

Help & Guidance => Game Help => Topic started by: Bloo. on September 22, 2014, 09:50:33 pm

Title: Sky is messed up.. EDIT: PLEASE LOCK
Post by: Bloo. on September 22, 2014, 09:50:33 pm
I had a sky file called skynebula. It was the one that made it look like there were galaxies all over your sky. I got tired of it so I simply removed it..well now my sky looks like this.

(http://i57BannedImageSite/11uycz6.png)

I'm not sure how to get rid of the yellow stuff ;P I've looked through backup files and I have everything I need. So why did removing the skynebula image from my textures folder do this?

EDIT:: I fixed it. The picture had messed with the sky.mat so I simply had to replace that.
Title: Re: Sky is messed up..
Post by: AlphaEclipse on September 22, 2014, 10:04:12 pm
You'll want to try going into media > materials and open the one material file named "sky.mat." Replace everything that's in there with the following.
fragment_program Sky_PS cg
{
   source skyPS.cg
   
   entry_point skyShader_main
   
   profiles ps_2_0 arbfp1

   default_params
   {
      param_named skyTop float4 0.092 0.147 0.533 1
      param_named skyBot float4 1 0.975 0.766 1
   }
}
fragment_program Cloud_PS cg
{
   source skyPS.cg
   
   entry_point cloudShader_main
   
   profiles ps_2_0 arbfp1

   default_params
   {
      param_named colorMod1 float4 1 1 1 1
   }
}
material skyMat
{
   technique
   {
      pass
      {
         texture_unit
         {
         }
      }
   }
}
material Sky/SkyMat
{
   receive_shadows off
   technique 1
   {
      pass
      {
         lighting off
         depth_write off
         fog_override true
         fragment_program_ref Sky_PS
         {
            param_named_auto skyTop custom 1
            param_named_auto skyBot custom 2
         }
         texture_unit
         {
            texture skyMask.png
            tex_coord_set 0
         }
      }
   }
   technique 2
   {
      pass
      {
         lighting off
         depth_write off
         fog_override true
         texture_unit
         {
            colour_op_ex source1 src_manual src_manual 1 0 0 1
         }
         texture_unit
         {
            texture skyMask.png
            colour_op_ex blend_texture_alpha src_current src_manual 0 1 0 1
         }
      }
   }
}
material Sky/SunMat
{
   receive_shadows off
   technique
   {
      pass
      {
         lighting off
         depth_write off
         scene_blend add
         fog_override true

         texture_unit
         {
            texture sun.PNG
         }
      }
   }
}
material Sky/SunRadianceMat
{
   receive_shadows off
   technique
   {
      pass
      {
         lighting off
         depth_write off
         scene_blend add
         fog_override true

         texture_unit
         {
            texture sunRadiance.PNG
         }
      }
   }
}
material Sky/MoonMat
{
   receive_shadows off
   technique
   {
      pass
      {
         lighting off
         depth_write off
         scene_blend add
         fog_override true

         texture_unit
         {
            texture moon.PNG
         }
      }
   }
}
material Sky/StarMat
{
   receive_shadows off
   technique
   {
      pass
      {
         lighting off
         depth_write off
         scene_blend add
         fog_override true

         texture_unit
         {
            texture star.PNG
            tex_address_mode clamp
         }
         
      }
   }
}
material Sky/CloudMat
{
   receive_shadows off
   technique 1
   {
      pass
      {
         lighting off
         depth_write off
         scene_blend alpha_blend
         fog_override true

         fragment_program_ref Cloud_PS
         {
            param_named_auto colorMod1 custom 1
         }
         texture_unit
         {
            texture cloud1.PNG
            tex_coord_set 0
            tex_address_mode clamp
         }
         
      }
   }
   technique 2
   {
      pass
      {
         lighting off
         depth_write off
         scene_blend alpha_blend
         fog_override true

         texture_unit
         {
            texture cloud1.PNG
            tex_coord_set 0
            tex_address_mode clamp
            colour_op_ex source1 src_manual src_manual 1 0 0 1
         }
      }
   }
}
material Sky/CloudMat1
{
   receive_shadows off
   technique 1
   {
      pass
      {
         lighting off
         depth_write off
         scene_blend alpha_blend
         fog_override true

         fragment_program_ref Cloud_PS
         {
            param_named_auto colorMod1 custom 1
         }
         texture_unit
         {
            texture cloud1.PNG
            tex_coord_set 0
            tex_address_mode clamp
         }
         
      }
   }
   technique 2
   {
      pass
      {
         lighting off
         depth_write off
         scene_blend alpha_blend
         fog_override true

         texture_unit
         {
            texture cloud1.PNG
            tex_coord_set 0
            tex_address_mode clamp
            colour_op_ex source1 src_manual src_manual 1 0 0 1
         }
      }
   }
}
material Sky/CloudMat2
{
   receive_shadows off
   technique 1
   {
      pass
      {
         lighting off
         depth_write off
         scene_blend alpha_blend
         fog_override true

         fragment_program_ref Cloud_PS
         {
            param_named_auto colorMod1 custom 1
         }
         texture_unit
         {
            texture cloud2.PNG
            tex_coord_set 0
            tex_address_mode clamp
         }
         
      }
   }
   technique 2
   {
      pass
      {
         lighting off
         depth_write off
         scene_blend alpha_blend
         fog_override true

         texture_unit
         {
            texture cloud2.PNG
            tex_coord_set 0
            tex_address_mode clamp
            colour_op_ex source1 src_manual src_manual 1 0 0 1
         }
      }
   }
}
material Sky/CloudMat3
{
   receive_shadows off
   technique 1
   {
      pass
      {
         lighting off
         depth_write off
         scene_blend alpha_blend
         fog_override true

         fragment_program_ref Cloud_PS
         {
            param_named_auto colorMod1 custom 1
         }
         texture_unit
         {
            texture cloud3.PNG
            tex_coord_set 0
            tex_address_mode clamp
         }
         
      }
   }
   technique 2
   {
      pass
      {
         lighting off
         depth_write off
         scene_blend alpha_blend
         fog_override true

         texture_unit
         {
            texture cloud3.PNG
            tex_coord_set 0
            tex_address_mode clamp
            colour_op_ex source1 src_manual src_manual 1 0 0 1
         }
      }
   }
}
material Sky/CloudMat4
{
   receive_shadows off
   technique 1
   {
      pass
      {
         lighting off
         depth_write off
         scene_blend alpha_blend
         fog_override true

         fragment_program_ref Cloud_PS
         {
            param_named_auto colorMod1 custom 1
         }
         texture_unit
         {
            texture cloud4.PNG
            tex_coord_set 0
            tex_address_mode clamp
         }
         
      }
   }
   technique 2
   {
      pass
      {
         lighting off
         depth_write off
         scene_blend alpha_blend
         fog_override true

         texture_unit
         {
            texture cloud4.PNG
            tex_coord_set 0
            tex_address_mode clamp
            colour_op_ex source1 src_manual src_manual 1 0 0 1
         }
      }
   }
}
material Sky/CloudMat5
{
   receive_shadows off
   technique 1
   {
      pass
      {
         lighting off
         depth_write off
         scene_blend alpha_blend
         fog_override true

         fragment_program_ref Cloud_PS
         {
            param_named_auto colorMod1 custom 1
         }
         texture_unit
         {
            texture cloud5.PNG
            tex_coord_set 0
            tex_address_mode clamp
         }
         
      }
   }
   technique 2
   {
      pass
      {
         lighting off
         depth_write off
         scene_blend alpha_blend
         fog_override true

         texture_unit
         {
            texture cloud5.PNG
            tex_coord_set 0
            tex_address_mode clamp
            colour_op_ex source1 src_manual src_manual 1 0 0 1
         }
      }
   }
}
material Sky/CloudMat6
{
   receive_shadows off
   technique 1
   {
      pass
      {
         lighting off
         depth_write off
         scene_blend alpha_blend
         fog_override true

         fragment_program_ref Cloud_PS
         {
            param_named_auto colorMod1 custom 1
         }
         texture_unit
         {
            texture cloud6.PNG
            tex_coord_set 0
            tex_address_mode clamp
         }
         
      }
   }
   technique 2
   {
      pass
      {
         lighting off
         depth_write off
         scene_blend alpha_blend
         fog_override true

         texture_unit
         {
            texture cloud6.PNG
            tex_coord_set 0
            tex_address_mode clamp
            colour_op_ex source1 src_manual src_manual 1 0 0 1
         }
      }
   }
}
material Sky/CloudMat7
{
   receive_shadows off
   technique 1
   {
      pass
      {
         lighting off
         depth_write off
         scene_blend alpha_blend
         fog_override true

         fragment_program_ref Cloud_PS
         {
            param_named_auto colorMod1 custom 1
         }
         texture_unit
         {
            texture cloud7.PNG
            tex_coord_set 0
            tex_address_mode clamp
         }
         
      }
   }
   technique 2
   {
      pass
      {
         lighting off
         depth_write off
         scene_blend alpha_blend
         fog_override true

         texture_unit
         {
            texture cloud7.PNG
            tex_coord_set 0
            tex_address_mode clamp
            colour_op_ex source1 src_manual src_manual 1 0 0 1
         }
      }
   }
}
material Sky/CloudMat8
{
   receive_shadows off
   technique 1
   {
      pass
      {
         lighting off
         depth_write off
         scene_blend alpha_blend
         fog_override true

         fragment_program_ref Cloud_PS
         {
            param_named_auto colorMod1 custom 1
         }
         texture_unit
         {
            texture cloud8.PNG
            tex_coord_set 0
            tex_address_mode clamp
         }
         
      }
   }
   technique 2
   {
      pass
      {
         lighting off
         depth_write off
         scene_blend alpha_blend
         fog_override true

         texture_unit
         {
            texture cloud8.PNG
            tex_coord_set 0
            tex_address_mode clamp
            colour_op_ex source1 src_manual src_manual 1 0 0 1
         }
      }
   }
}
material Sky/CloudMat9
{
   receive_shadows off
   technique 1
   {
      pass
      {
         lighting off
         depth_write off
         scene_blend alpha_blend
         fog_override true

         fragment_program_ref Cloud_PS
         {
            param_named_auto colorMod1 custom 1
         }
         texture_unit
         {
            texture cloud9.PNG
            tex_coord_set 0
            tex_address_mode clamp
         }
         
      }
   }
   technique 2
   {
      pass
      {
         lighting off
         depth_write off
         scene_blend alpha_blend
         fog_override true

         texture_unit
         {
            texture cloud9.PNG
            tex_coord_set 0
            tex_address_mode clamp
            colour_op_ex source1 src_manual src_manual 1 0 0 1
         }
      }
   }
}
material Sky/CloudMat10
{
   receive_shadows off
   technique 1
   {
      pass
      {
         lighting off
         depth_write off
         scene_blend alpha_blend
         fog_override true

         fragment_program_ref Cloud_PS
         {
            param_named_auto colorMod1 custom 1
         }
         texture_unit
         {
            texture cloud10.PNG
            tex_coord_set 0
            tex_address_mode clamp
         }
         
      }
   }
   technique 2
   {
      pass
      {
         lighting off
         depth_write off
         scene_blend alpha_blend
         fog_override true

         texture_unit
         {
            texture cloud10.PNG
            tex_coord_set 0
            tex_address_mode clamp
            colour_op_ex source1 src_manual src_manual 1 0 0 1
         }
      }
   }
}
material Sky/CloudMat11
{
   receive_shadows off
   technique 1
   {
      pass
      {
         lighting off
         depth_write off
         scene_blend alpha_blend
         fog_override true

         fragment_program_ref Cloud_PS
         {
            param_named_auto colorMod1 custom 1
         }
         texture_unit
         {
            texture cloud11.PNG
            tex_coord_set 0
            tex_address_mode clamp
         }
         
      }
   }
   technique 2
   {
      pass
      {
         lighting off
         depth_write off
         scene_blend alpha_blend
         fog_override true

         texture_unit
         {
            texture cloud11.PNG
            tex_coord_set 0
            tex_address_mode clamp
            colour_op_ex source1 src_manual src_manual 1 0 0 1
         }
      }
   }
}
material Sky/CloudMat12
{
   receive_shadows off
   technique 1
   {
      pass
      {
         lighting off
         depth_write off
         scene_blend alpha_blend
         fog_override true

         fragment_program_ref Cloud_PS
         {
            param_named_auto colorMod1 custom 1
         }
         texture_unit
         {
            texture cloud12.PNG
            tex_coord_set 0
            tex_address_mode clamp
         }
         
      }
   }
   technique 2
   {
      pass
      {
         lighting off
         depth_write off
         scene_blend alpha_blend
         fog_override true

         texture_unit
         {
            texture cloud12.PNG
            tex_coord_set 0
            tex_address_mode clamp
            colour_op_ex source1 src_manual src_manual 1 0 0 1
         }
      }
   }
}
material Sky/CloudMat13
{
   receive_shadows off
   technique 1
   {
      pass
      {
         lighting off
         depth_write off
         scene_blend alpha_blend
         fog_override true

         fragment_program_ref Cloud_PS
         {
            param_named_auto colorMod1 custom 1
         }
         texture_unit
         {
            texture cloud13.PNG
            tex_coord_set 0
            tex_address_mode clamp
         }
         
      }
   }
   technique 2
   {
      pass
      {
         lighting off
         depth_write off
         scene_blend alpha_blend
         fog_override true

         texture_unit
         {
            texture cloud13.PNG
            tex_coord_set 0
            tex_address_mode clamp
            colour_op_ex source1 src_manual src_manual 1 0 0 1
         }
      }
   }
}
material Sky/CloudMat14
{
   receive_shadows off
   technique 1
   {
      pass
      {
         lighting off
         depth_write off
         scene_blend alpha_blend
         fog_override true

         fragment_program_ref Cloud_PS
         {
            param_named_auto colorMod1 custom 1
         }
         texture_unit
         {
            texture cloud14.PNG
            tex_coord_set 0
            tex_address_mode clamp
         }
         
      }
   }
   technique 2
   {
      pass
      {
         lighting off
         depth_write off
         scene_blend alpha_blend
         fog_override true

         texture_unit
         {
            texture cloud14.PNG
            tex_coord_set 0
            tex_address_mode clamp
            colour_op_ex source1 src_manual src_manual 1 0 0 1
         }
      }
   }
}
material Sky/CloudMat15
{
   receive_shadows off
   technique 1
   {
      pass
      {
         lighting off
         depth_write off
         scene_blend alpha_blend
         fog_override true

         fragment_program_ref Cloud_PS
         {
            param_named_auto colorMod1 custom 1
         }
         texture_unit
         {
            texture cloud15.PNG
            tex_coord_set 0
            tex_address_mode clamp
         }
         
      }
   }
   technique 2
   {
      pass
      {
         lighting off
         depth_write off
         scene_blend alpha_blend
         fog_override true

         texture_unit
         {
            texture cloud15.PNG
            tex_coord_set 0
            tex_address_mode clamp
            colour_op_ex source1 src_manual src_manual 1 0 0 1
         }
      }
   }
}
It turns that yellow and black because the game is wanting to find the texture that you took out I believe. Hopefully that will work for you. ^^