Well, it does change hue, take lowland_1.tga, just rename and load in game. Then take also lowland_1.bumph rename accordingly and then load again. Difference in hue is quite big.
But there might be another thing too, maybe you already figured but: when we take an unopenable tga then use the trick with the splash screen screenshot, does this kind of conversion let the original hue unchanged etc? It's not clear to me because there are also the tgb's besides the bumph files.
The bump file displays shadows and lights on the texture, to simulate an uneven surface. Some bump files gathered by the extractor can be opened and inspected.
Maraz
Posts: 34
Threads: 3
Joined: Dec 2007
Quote:care to share your work ? I'm finished with populating London but another WiP is just taking too much of my time so i could drop it and incorporate your template in second version of my BoB normandy with full credits given ..... if that ok with you
regards,
Z
There is link to emlate for Portsmouth & London. London is not finished yet.
http://rapidshare.com/files/90137300/_N ... 6.mis.html
There is link for fly_zo BoB load.ini with field textures from slovakia map. There are too texture for cities from slovakia map but they are not compatibile whit building place from 4.08 cities textures.
http://rapidshare.com/files/90139695/load.ini.html
For the PTO where forest comes to water's edge, it would be nice if that ground layer forest texture was more transparent or broken up. It makes a saw toothed edge along beach texture (where the layered forest doesn't appear)
8)
Hey Fabs, ~S~
ahh rgr thanks mate. shoulda thought about the ships angle.
thnks for the lead.
~S~
Sharkzz
Which map(s) form(s) the basis for map_F, ed_m_01, ed_m_02 and ed_m_03? And how does one create map_c_table?
Oh, and what are the functions of the above maps?