27.09.2008, 07:31
I know *.tree.tga file don't use slots in load.ini. They're associated files.
But i know my post is difficult to understand, my english is bad. :mrgreen:
What i mean is:
to avoid textures repetitions (in large areas of fields), i sometimes mix 2 different fields textures (They are not really different, see picture in my previous post: just changed some colors etc.) that have identical *.tree.tga.
Example:
lowland0= 43_0_fields.tga
lowland1= 43_0_fields_2.tga
Those 2 textures are mixed on the same area on map_t to make a sort of patchwork (so 2 slots instead of 1).
They use the same *.tree.tga (of course with different name: 43_0_fields.tga > 43_0_fields.tree.tga 43_0_fields_2.tga > 43_0_fields_2.tree.tga).
This avoid to have trees that don't match with textures if you mix 2 fields textures to "break" repetitions. That's all. It's not really usefull for small areas in my opinion.
Don't know if it's clear (i hope).
But i know my post is difficult to understand, my english is bad. :mrgreen:
What i mean is:
to avoid textures repetitions (in large areas of fields), i sometimes mix 2 different fields textures (They are not really different, see picture in my previous post: just changed some colors etc.) that have identical *.tree.tga.
Example:
lowland0= 43_0_fields.tga
lowland1= 43_0_fields_2.tga
Those 2 textures are mixed on the same area on map_t to make a sort of patchwork (so 2 slots instead of 1).
They use the same *.tree.tga (of course with different name: 43_0_fields.tga > 43_0_fields.tree.tga 43_0_fields_2.tga > 43_0_fields_2.tree.tga).
This avoid to have trees that don't match with textures if you mix 2 fields textures to "break" repetitions. That's all. It's not really usefull for small areas in my opinion.
Don't know if it's clear (i hope).