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

Quelty, I've been messing around with these a little bit, mostly to find out more about how it
works. Of course, there's only so much u can do with a load.ini file.
I've gotten rid of all but a couple of small clumps of trees in the water along the coast
of France (North of Dieppe and along the coast of the Bay of Biscay).

The only thing I can't figure out is the trees that inhabit the chalk cliffs. Did you manage it?
Is it possible?

Here's my 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/Wood0au.tga
Wood1 = forest/Autumn/Wood1au.tga
Wood2 = forest/Autumn/Wood2au.tga
Wood3 = forest/Autumn/Wood3au.tga
Wood4 = forest/Autumn/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_AuE\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/bob_fields_2_autumn_early.tga,2
LowLand1 = land/Autumn/bob_fields_1_autumn_early.tga,2
LowLand2 = land/Autumn/bob_fields_1_autumn_early.tga
LowLand3 = land/Autumn/bob_fields_3_Compans_autumn_early.tga

MidLand0 = land/Autumn/bob_fields_2_autumn_early.tga,-2
MidLand1 = land/Autumn/bob_fields_3_Compans_autumn_early.tga,-2
MidLand2 = land/Autumn/bob_fields_4_Compans_autumn_early.tga
MidLand3 = land/Autumn/bob_fields_1_autumn_early.tga

Mount0 = land/Autumn/sk_country_mount_autumn_early.tga
Mount1 = land/Autumn/bob_fields_3_Compans_autumn_early.tga
Mount2 = land/Autumn/sk_country_mount_autumn_early.tga
Mount3 = land/Autumn/bob_fields_4_Compans_autumn_early.tga

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

City0 = land/Autumn/sk_DownCity_autumn_early.tga
City1 = land/Autumn/sk_MidCity_autumn_early.tga
City2 = land/summer/sk_country_mount.tga
City3 = land/summer/sk_Factory1.tga

AirField0= land/Autumn/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/bob_forest_autumn.tga
Wood1 =
Wood2 = land/Autumn/bob_forest_autumn_late.tga
Wood3 =

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


Water2 = land/Autumn/sk_country_mount_autumn_early.tga //water/rom_CoastLine1.tga
Water3 = land/summer/dlv_Sinai/dlv_Sinai_v1.tga,-2 //water/rom_fields_Beach.tga,2

and here's my 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/Wood0au.tga
Wood1 = forest/Autumn/Wood1au.tga
Wood2 = forest/Autumn/Wood2au.tga
Wood3 = forest/Autumn/Wood3au.tga
Wood4 = forest/Autumn/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_AuL\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/bob_fields_2_autumn_late.tga,2
LowLand1 = land/Autumn/bob_fields_1_autumn_late.tga,2
LowLand2 = land/Autumn/bob_fields_1_autumn_late.tga
LowLand3 = land/Autumn/bob_fields_3_Compans_autumn_late.tga

MidLand0 = land/Autumn/bob_fields_2_autumn_late.tga,-2
MidLand1 = land/Autumn/bob_fields_3_Compans_autumn_late.tga,-2
MidLand2 = land/Autumn/bob_fields_4_Compans_autumn_late.tga
MidLand3 = land/Autumn/bob_fields_1_autumn_late.tga

Mount0 = land/Autumn/sk_country_mount_autumn_late.tga
Mount1 = land/Autumn/bob_fields_3_Compans_autumn_late.tga
Mount2 = land/Autumn/sk_country_mount_autumn_late.tga
Mount3 = land/Autumn/bob_fields_4_Compans_autumn_late.tga

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

City0 = land/autumn/sk_DownCity_autumn_late.tga
City1 = land/autumn/sk_MidCity_autumn_late.tga
City2 = land/summer/sk_country_mount.tga
City3 = land/summer/sk_Factory1.tga

AirField0= land/autumn/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/bob_forest_autumn_late.tga
Wood1 =
Wood2 = land/autumn/bob_forest_autumn_late.tga
Wood3 =

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


Water2 = land/Autumn/sk_country_mount_autumn_late.tga //water/rom_CoastLine1.tga
Water3 = land/summer/dlv_Sinai/dlv_Sinai_v1.tga,-2 //water/rom_fields_Beach.tga,2

Any ideas? I kinda think it will take Cannon himself to sort this. Not likely just now as I see he
has a plateful already with other maps.
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