24.08.2010, 16:58
Hi mandrill7
I assume you mean sk_road.tga ( not .tif ).
The file is available in the Texture library I made. The links to download it are in my Map building tutorial. You can convert it back into a .tga with Gimp.
You will need to put a MAT file in the same folder with the .tga file ( both in the _Tex folder ). The name of the MAT & Texture files need to be the same ( for example My_road.mat & My_road.tga).
In the load.ini you need to write the name of the file & the folder it's in ( for example Road = m7/land/My_road )
The text inside the MAT file is like this -
[ClassInfo]
ClassName TMaterial
[General]
tfDoubleSide 0
tfShouldSort 0
tfDepthOffset 1
[Layer0]
TextureName My_road.tga
VisibleDistanceNear 0.0
VisibleDistanceFar 6500.0
// Wrap Texture Flags (0/1)
tfWrapX 1
tfWrapY 1
// Magnification / Minification (nearest on default)
tfMinLinear 1
tfMagLinear 1
tfMipMap 1
// BlendModes
tfBlend 1
tfBlendAdd 0
tfTestA 0
tfTestZ 1
tfNoWriteZ 1
tfModulate 1
tfNoTexture 0
tfNoCompress16Bit 1
// eof
Make sure the TextureName is correct.
I assume you mean sk_road.tga ( not .tif ).
The file is available in the Texture library I made. The links to download it are in my Map building tutorial. You can convert it back into a .tga with Gimp.
You will need to put a MAT file in the same folder with the .tga file ( both in the _Tex folder ). The name of the MAT & Texture files need to be the same ( for example My_road.mat & My_road.tga).
In the load.ini you need to write the name of the file & the folder it's in ( for example Road = m7/land/My_road )
The text inside the MAT file is like this -
[ClassInfo]
ClassName TMaterial
[General]
tfDoubleSide 0
tfShouldSort 0
tfDepthOffset 1
[Layer0]
TextureName My_road.tga
VisibleDistanceNear 0.0
VisibleDistanceFar 6500.0
// Wrap Texture Flags (0/1)
tfWrapX 1
tfWrapY 1
// Magnification / Minification (nearest on default)
tfMinLinear 1
tfMagLinear 1
tfMipMap 1
// BlendModes
tfBlend 1
tfBlendAdd 0
tfTestA 0
tfTestZ 1
tfNoWriteZ 1
tfModulate 1
tfNoTexture 0
tfNoCompress16Bit 1
// eof
Make sure the TextureName is correct.