Two questions related to demolition objectives, and green screen

greetings modders, i came to seek knowledge today.
so i have two questions.

first one being:
so, in my map, my demolition objectives that are on the cannon 88, they blow up when players throw explosives or tanks ran them over.

doesn’t really disrupt my map ( as players can plant the objective ) but visually looking, it does not look great and bots apparently will not defuse. it’s like the objective is not there anymore.

i see so many parameters which i do not know which one to tweak in order to make my objectives not blow up prematurely. is that possible?

and my second question is, as i’m co-woking with content creators, i kinda wanted to know if it’s possible to make some sort of a greenscreen wall? or something similar so that will be mostly helpful for us to easy masking and such. i suspect can be done with vadershader ( something something ) but i still don’t understand how it works.

cheers.

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Yeah… Some objects can be destroyed… And then you/enemies can’t complete mission.

I can suggest only to try “hack method”.
Inside one strategic point put another one with smaller, but undestroyable rendinst object…
Yeah… It’s not very good way to solve problem…
Also maybe will not fix your problem…

Currently time no :frowning:
I would be happy if we can config bomb object & if we got new feature that allows make it to undestroyable.

Hmmm… I think you can do it by ShaderVars.
But… Iirc some objects will got changes only in some area (i mean not full will be with greenscreen).
Maybe these properties in shaderVars allows change it to any other color:

    autodetect_land_selfillum_color:p4=0.53, 0, 0, 0.16
    paint_details_tex:t="normandy_wall_color_tex_palette*"
    layered_fog_density:r=0.1
    envi_cover:i=1
    envi_cover_smoothness:r=0.1
    envi_cover_translucency:r=0.5
    envi_cover_noise_scale:r=10
    envi_cover_normal_mask_threshold:r=0.5
    envi_cover_intensity_map_top_left_bottom_right:p=-2048, -2048, 2048, 2048
    envi_cover_specular_color:p4=1, 0, 0, 0
    envi_cover_albedo:p4=0.750, 0.950, 1, 0

normandy_wall_color_tex_palette* = maybe it’s texture that will be changed? Idk.

Some info from:
Please anyone tell me how i can do Stalingrad with snow - Bazsi37 answer.

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Wow!
Or maybe just change paint_details_tex.
I tries change envi_cover stats, but nothing happened (maybe needs other palette or textures, idk, maybe it works only in moscow/stalingrad maps.
But then I was decided change paint_details_tex (normandy_wall_color_tex_palette*) to (ger_camo_dark_grey*).
And some walls a bit changed:


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what will i do without you…

honestly.

not the hero we knew we deserved, but the one that we needed the most.

( some lines between that, i hope i didn’t messed that up. )

i’ll try to tweak those parameters and report back what will happen.
( tomorrow. now i’ll go sleep cuz work )

for now, thanks for actually spending time looking for possible solutions.

really means alot.

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Well… Your guide helps in you second question.
[Guide/tip] How to Change Skins Of Placed Tanks in your map ( all tank camo available )
Still sometimes check it for camo names cus lazy to check files.
Thanks for that great guide/info :slight_smile:

Talking about changing textures… Maybe with autodetect_land_selfillum_color you also can affect to ground.
Very weird results, but works:

unfortunately, it did not worked as i kinda wished to it.

like, my biggest issue, is that i still don’t understand how is this supposed to work.

the more i tweak parameters the less i understand what’s going on each time i restart.

so, the closest thing i managed to achieve to a green screen, is setting everything white ( somehow ):


but i can’t seems to decide the color. like, i don’t have the option for some reason.
and i understand way less how the paint_details_tex works. like, so many incognitas that i don’t get what changes. ( the criteria ).

maybe i can ask @Scav_Sergei since he managed to turn a house red. but idk.

but then, i have the various details of the objects interfering ( such as the texture it self of objects cuz those are 3d ) and then i have issues with the sun. which i tried to follow:

but i can’t seems to put the sun at the center top and have no shadows ( as shadows will make masking even more difficult ).

guess i’ll have to try something else.

bothers me a little that with this editor, in order to achieve simple things such as give color to stuff, we have to mess around with the blk file.

thanks again for your time though.

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Could you send me the scene.blk which contains that two white walls? (I am too lazy to make that yes.)

sure

here:
scene.txt (5,1 KB)

( although you have to set spawns )

doesn’t work no more…