06.09.2008, 07:24
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
Here is CAN_AutE_load
and here is CAN_AutL_load
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
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