well past from file works for me .... pasted all objects from ardennes map (actors static)... but than i'm unable to unselect ( or de- group) pasted objects (alt+right mouse).... must admit that i tried only few times .
Z
Checked again.
Its so long since I extracted maps that I'd forgotten the procedure.
So I've now got an extracted folder at /root/files/maps/Empty1a with all the extracted files in it.
In all.ini I've added the line Empty1a Empty1a/load.ini
In FMB "Load Maps" what actually appears in the menu is Online9a ---- where does it get this name from?
The other Empty* maps are also listed as Online* --- Thats whats confused me.
Is it possible to make an England- North sea- Holland/belgium- Germany map/
After I,ve seen the other new maps?
Or is it too big?
Posts: 703
Threads: 9
Joined: Nov 2007
How big a map is going to be depends more on how much time you want to spend on it.
Right now the Slot is 825x601km. Try drawing a box that size around the area you wish to cover and see what it looks like.
TEAM PACIFIC
I've been trying to show beach sand dunes but want to avoid surf --- guess where.
It appears that any textures applied to tiles as "Water3" will automatically have surf applied to the water edge. The same texture applied as "Water2" will have no surf
Has anybody got any other surf related tips?
the load.ini text I'm using is:
Water2 = water/rom_fields_Beach.tga,2 ;test
I presume the water/ is from the directory structure where the texture is stored.
I suppose I would have to extract an *.sfs to see these.
What effect does the ,2 have. Is this something to do with random trees again?
I have been working with an MWmap_c.tga that wont disect correctly using Map_c tools.
The image size is 4480x4992. Does anyone know why disect.bat wont work properly?
The sea and land areas are mixed up but only away from the coastline.
--- sorted it I think. There were thin strips of white pixels on two of the edges of the MWmap_c image. I took those out and it seemed to disect ok
Wow, the water 2 info is very useful. Many areas were deep enough for shipping right up to a coast.
Gotta try that.
Ok, what map.tga or any other files does it take to create a map?
map_c - 50m/pixel 8bit/grayscale
map_h - 200m/pixel 8bit/grayscale
map_t - 200m/pixel 8bit/grayscale
map_f - 200m/pixel 8bit/rgb
ed_m01 - 100m/pixel 8bit/rgb
ed_m02 - 200m/pixel 8bit/rgb
ed_m03 - 400m/pixel 8bit/rgb
grayscale/rgb is what i read on PS...