Autumn Textures for BoB - WIP (update 03/10/08)

I think I may have found a small flaw in this method Quelty.

As far as I understand it, this method won't take into account the AlteredBush8awTL files,
of which there is 1 in both the early and late sets of textures.

You would need to replace this file with the corresponding one in MAPMODS/maps/_Tex/Trees
each time you wanted to use the early/late versions you made.

This part of the load.ini would suggest that,

Tree0 = Trees\AlteredBush8a.tga
TreeLightMask = Trees\LightM256.tga


I did the following to get the 3 seperate maps working with the different textures with no
need to swap every time. It may not be perfect (I wouldn't know, not being a modder)
but it seems to work for me.


First I made a few new sub-folders in the _Tex folder

MAPMODS/maps/_Tex/Trees_AutE
and
MAPMODS/maps/_Tex/Trees_AutL

In these I placed the respective AlteredBush8aTL from the new textures pack, along with a freshly
extracted set of the other AlteredBush8a files. (AlteredBush8a.tga, AlteredBush8aTrunkTL,
AlteredBush8aw, AlteredBush8awTL, AlteredBush8awTrunkTL and LightM256).

I then created another sub-folder in the forest folder,

MAPMODS/maps/_Tex/forest/Autumn_L

In this folder I placed the Wood0au - Wood4au files from the late autumn section;

Late_Autumn/_Tex/Land/forest ------> MAPMODS/maps/_Tex/forest/Autumn_L


Then I created another 2 sub-folders in the land section of the _Tex folder as follows;

MAPMODS/maps/_Tex/Land/Autumn_E

and

MAPMODS/maps/_Tex/Land/Autumn_L

into these I put the contents of the respective autumn sections of the modpack;

Early_Autumn/_Tex/Land/Autumn ------> MAPMODS/maps/_Tex/Land/Autumn_E

Late_Autumn/_Tex/Land/Autumn ------> MAPMODS/maps/_Tex/Land/Autumn_L





I did exactly what you said with copying and renaming the load.ini, but I made a few changes.

here is CAN_40_load.ini

Quote:[MAP]
ColorMap = map_c.tga
HeightMap = CAN_40_map_h.tga
SmallMap = map_M.tga
TypeMap = CAN_40_map_T.tga
FarMap = CAN_40_map_F.tga
ReflMap = map_R.tga

[LIGHT]
LandLight = LandLight.mat
CloudShadows = CloudShadows.mat

[MAP2D]

CAN_40_ed_m03.tga
CAN_40_ed_m02.tga
CAN_40_ed_m01.tga

[TMAPED]
CAN_40_ed_map_t.tga


[WORLDPOS]
CAMOUFLAGE = ETO
MONTH=7
DECLIN = 50
PRESSURE = 745
TEMPERATURE = 18

[CUBE]
Down = Cube_bott.tga
East = Cube_right.tga
North = Cube_front.tga
South = Cube_back.tga
Up = Cube_top.tga
West = Cube_left.tga

[static]
actors_40.static
[text]
texts_40.txt

[WOOD]
Wood0 = forest/summer/Wood0.tga
Wood1 = forest/summer/Wood1.tga
Wood2 = forest/summer/Wood2.tga
Wood3 = forest/summer/Wood3.tga
Wood4 = forest/summer/Wood4.tga

WoodMask2 = forest/summer/ForestMask.tga
WoodMask3 = forest/summer/ForestMask2.tga
WoodMiniMasks = forest/summer/MiniMask.tga
SideWood = forest/summer/ForestSide.tga

[APPENDIX]
HighClouds = sk_Clouds256.tga
HighCloudsNoise = sk_CloudsNoise.tga
// CloudsMap = CloudMap4x4km.tga
Moon = Moon\Moon0000.tga
ShadeNoise = land/Noise.tga
WaterNoise = water/WaterNoise.tga
WaterNoiseAnimStart = Water/Animated/WaterNoise00.tga
ForestNoise= forest/summer/ListForestNoise.tga
BeachFoam = water/Foam_.tga
BeachSurf = water/BeachSurf_.tga
BeachLand = water/RiverLand.tga

Tree0 = Trees\AlteredBush8a.tga
TreeLightMask = Trees\LightM256.tga

[WATER]
Water = water/Water.tga

[ROADS]
Rail = land/summer/Rail
Road = land/summer/Road
Highway = land/summer/Highway

[FIELDS]
LowLand0 = land/summer/bob_fields_1.tga,2
LowLand1 = land/summer/rom_fields_LowLand2.tga,-2
LowLand2 = land/summer/bob_fields_1.tga,-1
LowLand3 = land/summer/bob_fields_1.tga,-1

MidLand0 = land/summer/bob_fields_1.tga
MidLand1 = land/summer/bob_fields_2.tga
MidLand2 = land/summer/rom_fields_LowLand2.tga
MidLand3 = land/summer/bob_fields_1.tga

Mount0 = land/summer/rom_mount0.tga
Mount1 = land/summer/sk_fields_mount2.tga,2
Mount2 = land/summer/bob_fields_2.tga
Mount3 = land/summer/rom_swamps1.tga

Country0 = land/Pacific/fields_kevtungatt2.tga
Country1 = land/summer/whitechalk.tga,2
Country2 = land/summer/rom_fields_MidLand0.tga
Country3 = water/rom_fields_Beach.tga,2

City0 = land/summer/sk_DownCity.tga
City1 = land/summer/sk_MidCity.tga
City2 = land/summer/sk_country_mount.tga
City3 = land/summer/sk_Factory1.tga

AirField0= land/summer/rom_air_fields_0.tga,2
AirField1= land/summer/sk_fields_mount5.tga,2
AirField2= land/summer/sk_fields_airfieldGr1.tga
AirField3= land/summer/sk_fields_airfieldGr1.tga

Wood0 = forest/summer/rom_forrestground.tga
Wood1 =
Wood2 = forest/summer/rom_ForrestFar.tga
Wood3 =

Water0 = water/water.tga
Water1 = water/water.tga


Water2 = water/rom_CoastLine1.tga
Water3 = water/rom_fields_Beach.tga,2


Here is CAN_AutE_load

Quote:[MAP]
ColorMap = map_c.tga
HeightMap = CAN_40_map_h.tga
SmallMap = map_M.tga
TypeMap = CAN_40_map_T.tga
FarMap = CAN_40_map_F.tga
ReflMap = map_R.tga

[LIGHT]
LandLight = LandLight.mat
CloudShadows = CloudShadows.mat

[MAP2D]

CAN_40_ed_m03.tga
CAN_40_ed_m02.tga
CAN_40_ed_m01.tga

[TMAPED]
CAN_40_ed_map_t.tga


[WORLDPOS]
CAMOUFLAGE = ETO
MONTH=7
DECLIN = 50
PRESSURE = 745
TEMPERATURE = 12

[CUBE]
Down = Cube_bott.tga
East = Cube_right.tga
North = Cube_front.tga
South = Cube_back.tga
Up = Cube_top.tga
West = Cube_left.tga

[static]
actors_40.static
[text]
texts_40.txt

[WOOD]
Wood0 = forest/Autumn_L/Wood0au.tga
Wood1 = forest/Autumn_L/Wood1au.tga
Wood2 = forest/Autumn_L/Wood2au.tga
Wood3 = forest/Autumn_L/Wood3au.tga
Wood4 = forest/Autumn_L/Wood4au.tga

WoodMask2 = forest/summer/ForestMask.tga
WoodMask3 = forest/summer/ForestMask2.tga
WoodMiniMasks = forest/summer/MiniMask.tga
SideWood = forest/summer/ForestSide.tga

[APPENDIX]
HighClouds = sk_Clouds256.tga
HighCloudsNoise = sk_CloudsNoise.tga
// CloudsMap = CloudMap4x4km.tga
Moon = Moon\Moon0000.tga
ShadeNoise = land/Noise.tga
WaterNoise = water/WaterNoise.tga
WaterNoiseAnimStart = Water/Animated/WaterNoise00.tga
ForestNoise= forest/summer/ListForestNoise.tga
BeachFoam = water/Foam_.tga
BeachSurf = water/BeachSurf_.tga
BeachLand = water/RiverLand.tga

Tree0 = Trees_AutE\AlteredBush8a.tga
TreeLightMask = Trees\LightM256.tga

[WATER]
Water = water/Water.tga

[ROADS]
Rail = land/summer/Rail
Road = land/summer/Road
Highway = land/summer/Highway

[FIELDS]
LowLand0 = land/Autumn_E/bob_fields_2_autumn_early.tga
LowLand1 = land/Autumn_E/bob_fields_3_Compans_autumn_early.tga
LowLand2 = land/Autumn_E/bob_fields_1_autumn_early.tga
LowLand3 = land/Autumn_E/bob_fields_3_Compans_autumn_early.tga

MidLand0 = land/Autumn_E/bob_fields_2_autumn_early.tga
MidLand1 = land/summer/sk_LowLand3_fields.tga,-2
MidLand2 = land/summer/sk_midland4.tga
MidLand3 = land/summer/sk_LowLand0.tga

Mount0 = land/summer/fsmd_mount1.tga,2
Mount1 = land/summer/sk_fields_mount2.tga,2
Mount2 = land/summer/rom_LowLand0.tga
Mount3 = land/summer/rom_swamps1.tga

Country0 = land/Autumn_E/sk_country_mount_autumn_early.tga
Country1 = land/Autumn_E/sk_country_mount_autumn_early.tga
Country2 = land/Autumn_E/sk_country_mount_autumn_early.tga
Country3 = water/rom_fields_Beach.tga,2

City0 = land/Autumn_E/sk_DownCity_autumn_early.tga
City1 = land/Autumn_E/sk_MidCity_autumn_early.tga
City2 = land/summer/CenterCity.tga
City3 = land/summer/factory.tga

AirField0= land/Autumn_E/airfield1_autumn_early.tga,2
AirField1= land/summer/sk_fields_mount5.tga,2
AirField2= land/summer/sk_fields_airfieldGr1.tga
AirField3= land/summer/sk_fields_airfieldGr1.tga

Wood0 = land/Autumn_E/bob_forest_autumn.tga
Wood1 =
Wood2 = land/Autumn_E/bob_forest_autumn_late.tga
Wood3 =

Water0 = water/water.tga
Water1 = water/water.tga


Water2 = water/rom_CoastLine1.tga
Water3 = water/rom_fields_Beach.tga,2

and here is CAN_AutL_load

Quote:[MAP]
ColorMap = map_c.tga
HeightMap = CAN_40_map_h.tga
SmallMap = map_M.tga
TypeMap = CAN_40_map_T.tga
FarMap = CAN_40_map_F.tga
ReflMap = map_R.tga

[LIGHT]
LandLight = LandLight.mat
CloudShadows = CloudShadows.mat

[MAP2D]

CAN_40_ed_m03.tga
CAN_40_ed_m02.tga
CAN_40_ed_m01.tga

[TMAPED]
CAN_40_ed_map_t.tga





[WORLDPOS]
CAMOUFLAGE = ETO
MONTH=7
DECLIN = 50
PRESSURE = 745
TEMPERATURE = 8

[CUBE]
Down = Cube_bott.tga
East = Cube_right.tga
North = Cube_front.tga
South = Cube_back.tga
Up = Cube_top.tga
West = Cube_left.tga

[static]
actors_40.static
[text]
texts_40.txt

[WOOD]
Wood0 = forest/Autumn_L/Wood0au.tga
Wood1 = forest/Autumn_L/Wood1au.tga
Wood2 = forest/Autumn_L/Wood2au.tga
Wood3 = forest/Autumn_L/Wood3au.tga
Wood4 = forest/Autumn_L/Wood4au.tga

WoodMask2 = forest/summer/ForestMask.tga
WoodMask3 = forest/summer/ForestMask2.tga
WoodMiniMasks = forest/summer/MiniMask.tga
SideWood = forest/summer/ForestSide.tga

[APPENDIX]
HighClouds = sk_Clouds256.tga
HighCloudsNoise = sk_CloudsNoise.tga
// CloudsMap = CloudMap4x4km.tga
Moon = Moon\Moon0000.tga
ShadeNoise = land/Noise.tga
WaterNoise = water/WaterNoise.tga
WaterNoiseAnimStart = Water/Animated/WaterNoise00.tga
ForestNoise= forest/summer/ListForestNoise.tga
BeachFoam = water/Foam_.tga
BeachSurf = water/BeachSurf_.tga
BeachLand = water/RiverLand.tga

Tree0 = Trees_AutL\AlteredBush8a.tga
TreeLightMask = Trees\LightM256.tga

[WATER]
Water = water/Water.tga

[ROADS]
Rail = land/summer/Rail
Road = land/summer/Road
Highway = land/summer/Highway

[FIELDS]
LowLand0 = land/autumn_L/bob_fields_2_autumn_late.tga
LowLand1 = land/autumn_L/bob_fields_3_Compans_autumn_late.tga //land/autumn/bob_fields_2_autumn_late.tga
LowLand2 = land/autumn_L/bob_fields_1_autumn_late.tga //land/autumn/bob_fields_2_autumn_late.tga
LowLand3 = land/autumn_L/bob_fields_3_Compans_autumn_late.tga //land/autumn/bob_fields_2_autumn_late.tga

MidLand0 = land/autumn_L/bob_fields_2_autumn_late.tga
MidLand1 = land/summer/sk_LowLand3_fields.tga,-2
MidLand2 = land/summer/sk_midland4.tga
MidLand3 = land/summer/sk_LowLand0.tga

Mount0 = land/summer/fsmd_mount1.tga,2
Mount1 = land/summer/sk_fields_mount2.tga,2
Mount2 = land/summer/rom_LowLand0.tga
Mount3 = land/summer/rom_swamps1.tga

Country0 = land/autumn_L/sk_country_mount_autumn_late.tga
Country1 = land/autumn_L/sk_country_mount_autumn_late.tga
Country2 = land/autumn_L/sk_country_mount_autumn_late.tga
Country3 = water/rom_fields_Beach.tga,2

City0 = land/autumn_L/sk_DownCity_autumn_late.tga
City1 = land/autumn_L/sk_MidCity_autumn_late.tga
City2 = land/summer/CenterCity.tga
City3 = land/summer/factory.tga

AirField0= land/autumn_L/airfield1_autumn_late.tga,2
AirField1= land/summer/sk_fields_mount5.tga,2
AirField2= land/summer/sk_fields_airfieldGr1.tga
AirField3= land/summer/sk_fields_airfieldGr1.tga

Wood0 = land/autumn_L/bob_forest_autumn_late.tga
Wood1 =
Wood2 = land/autumn_L/bob_forest_autumn_late.tga
Wood3 =

Water0 = water/water.tga
Water1 = water/water.tga


Water2 = water/rom_CoastLine1.tga
Water3 = water/rom_fields_Beach.tga,2


apart from the different folder layout, the following line is the important one I think;

Tree0 = Trees_AutL\AlteredBush8a.tga


I hope this works for others but I'm certain if it's not right someone will point it out soon enuff Big Grin
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