Looking for Map Textures
#1

I've been fooling around with changing map textures (yes - fooling around is a good description) and after having downloaded vp media's texture library, I found some very nice textures in the collection that I'd like to use.

However, a number of those in the vp media collection don't seem to work when I edit my map load.ini files. It's not a mistake in my editing the load.ini's, because when I change missing textures, then the map will load correctly. It just seems that some of the textures in vp media's collection are not in my game- not in _Tex, not in the sfs files either.

So my question is, where can I find (some) of the missing texture files?

I am particularly looking for:

-grassand
-grassand2
-fields_proc019_512
-fields_proc020_256
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#2

... get latest filelist.txt for SFS extractor so all files does get extracted

if doesn't help ... add lines manually ( path+filename) to filelist.txt


reg
Z
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#3

Blistering barnacles ... it works! Got the textures extracted and if I take very careful care and pay attention to what I'm replacing, it usually works.

Many thanks for the advice. As a quote from Blackadder, I pray that choruses of angels sing you to sleep at night ... ha ha.

But before the angels come, here's another question that I can't seem to figure out on my own. Every now and then a line for texture in the load.ini is followed by ',2'.

Any idea what that means or does? Sometimes I need to delete it when replacing a texture, at other times not.

Oh yes, and as an aside - I can see that new map making is very time consuming and frustrating. My congratulations to all of those modders who've brought it to a good end. My admiration soars.
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#4

agracier Wrote:But before the angels come, here's another question that I can't seem to figure out on my own. Every now and then a line for texture in the load.ini is followed by ',2'.

it is resolution value for texture file .... it determines how would tga be displayed on certain map square .

values are -2 , 2,4, 6 ( if i remember it correctly )

Z
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#5

While working on the OOF MAP I had a texture for an industrial area that the roads would not line up with the attached towns roadways.Also the buildings and walls and fences and things from auto-pop would not line up to the Industrial texture.

The industrial texture was 512 x 512 and the town texture was 512 x 512

Asheshouse and I have been working on this map together and we were using a texture Ash created from the Slovakian map textures where he overlayed one texture over another to create our OOF_Factory texture for the industrial area's.

Now with the two of us using so many different actors and load.ini's and strings and textures and as we have three other textures for the frontline on our map and with testing this and that.

The load.ini string I was using did not have any ,2 or anything behind the string for whatever reason on this particular map load up.

example:
City3 = land/summer/oof_Factory.tga

adding a ,2 to the end to make the string read>

City3 = land/summer/oof_Factory.tga ,2

This change then made the OOF_Factory.tga the correct scale of 512 x 512 and then the roadways from the industrial matched the attached towns roadways and all the buildings and stuff from auto-pop fit the industrial texture perfectly.

So the numbers have to do with the texture scale as Fly_zo has pointed out

Thanks to Ashes for explaining that one to me as it saved me a lot of work....
I was getting ready to re-arrange everything in the industrials :lol:

One of the many things I have been fortunate enough to have learned about the load.ini and map making while working with Ashes on the OOF Map

First pic shows the texture not lining up with anything
[Image: il2fb2009-03-0410-16-59-20.jpg]

This second picture shows the industrial sections now lining up with the roadways by adding a ,2 to the texture's string the texture is scale to the correct resolution of 512 x 512
[Image: il2fb2009-03-0414-13-30-29.jpg]

Easy
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#6

... thanks Easy Big Grin ,

for detailed explanation

reg
Z
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#7

I think I understand now - the numbers following the lines are basically values used to multiply or divide the size of the preceding textures.

Thanks ...
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