05.09.2008, 01:21
Autumn Textures for BoB - WIP (update 03/10/08)
05.09.2008, 06:24
I love the mod, great great
05.09.2008, 20:04
Thanks for the upload Rus and Kapteeni!
But I have not been able to get this to load without error in FMB. I'm flailing away on the load.ini and file structure within the _tex folder and have so far wasted a lot of time --- I'm new at this and do not know what the game loads by default when it is not given explicit paths --- apparently some things are as I have seen load.ini files with blank data for example "wood1 = "
I have the new summer textures working just fine with Canon's map but have not been able to get the autumn textures to load even following the example on the preceding page which does not match the file structure of the download (there are discrepancies in file structure and file names)
So please someone who has the autumn textures working post a valid load.in with proper file structure for where these textures need to be.
Thanks!
SB
But I have not been able to get this to load without error in FMB. I'm flailing away on the load.ini and file structure within the _tex folder and have so far wasted a lot of time --- I'm new at this and do not know what the game loads by default when it is not given explicit paths --- apparently some things are as I have seen load.ini files with blank data for example "wood1 = "
I have the new summer textures working just fine with Canon's map but have not been able to get the autumn textures to load even following the example on the preceding page which does not match the file structure of the download (there are discrepancies in file structure and file names)
So please someone who has the autumn textures working post a valid load.in with proper file structure for where these textures need to be.
Thanks!
SB
05.09.2008, 22:01
Ok, I have it working on Canon's Channel Map - this is how I did it.
1. I installed the textures and the file structure looks like below;
Forest/Autumn folder with the wood tga's
Land/Autumn Folder;
2. Go to you Channel map folder (..\MODS\MapMods\Maps\CAN_Channel) and make 3 copies of the CAN_40_load.ini file - leave one named as Copy of CAN_40_load.ini (just in case) and rename the others to;
CAN_AutE_load.ini and CAN_AutL_load.ini (autumn early and late)
3. Open CAN_40_load.ini and change contents to;
4. Open CAN_AutE_load.ini and change to;
5. Open CAN_AutL_load.ini and change to;
6. Open all.ini (in ....MODS/mapmods/maps) and add the following;
7. Open FMB and check maps - you should have your normal channel map (with new textures) and an autumn early and autumn late map.
If you get an error message when maps are loading then possibly, you don't have all the textures or you have them in the wrong spot.
Hope this helps
CheersnBeers
Quelty
1. I installed the textures and the file structure looks like below;
Forest/Autumn folder with the wood tga's
Land/Autumn Folder;
2. Go to you Channel map folder (..\MODS\MapMods\Maps\CAN_Channel) and make 3 copies of the CAN_40_load.ini file - leave one named as Copy of CAN_40_load.ini (just in case) and rename the others to;
CAN_AutE_load.ini and CAN_AutL_load.ini (autumn early and late)
3. Open CAN_40_load.ini and change contents to;
Code:
[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
4. Open CAN_AutE_load.ini and change to;
Code:
[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/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\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
LowLand1 = land/Autumn/bob_fields_3_Compans_autumn_early.tga
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
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/sk_country_mount_autumn_early.tga
Country1 = land/Autumn/sk_country_mount_autumn_early.tga
Country2 = land/Autumn/sk_country_mount_autumn_early.tga
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/CenterCity.tga
City3 = land/summer/factory.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/bob_fields_2_autumn_early.tga
Water3 = water/Beach.tga
5. Open CAN_AutL_load.ini and change to;
Code:
[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/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\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
LowLand1 = land/autumn/bob_fields_3_Compans_autumn_late.tga //land/autumn/bob_fields_2_autumn_late.tga
LowLand2 = land/autumn/bob_fields_1_autumn_late.tga //land/autumn/bob_fields_2_autumn_late.tga
LowLand3 = land/autumn/bob_fields_3_Compans_autumn_late.tga //land/autumn/bob_fields_2_autumn_late.tga
MidLand0 = land/autumn/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/sk_country_mount_autumn_late.tga
Country1 = land/autumn/sk_country_mount_autumn_late.tga
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/CenterCity.tga
City3 = land/summer/factory.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/bob_fields_2_autumn_late.tga
Water3 = water/Beach.tga
6. Open all.ini (in ....MODS/mapmods/maps) and add the following;
Code:
Channel_Aut_Early CAN_Channel/CAN_AutE_load.ini
Channel_Aut_Late CAN_Channel/CAN_AutL_load.ini
7. Open FMB and check maps - you should have your normal channel map (with new textures) and an autumn early and autumn late map.
If you get an error message when maps are loading then possibly, you don't have all the textures or you have them in the wrong spot.
Hope this helps
CheersnBeers
Quelty
06.09.2008, 06:31
Thanks Quelty!
Just woke up and found your post. Seems thorough and bullet proof. I'll implement it soon. Thanks again!
SB
Just woke up and found your post. Seems thorough and bullet proof. I'll implement it soon. Thanks again!
SB
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
06.09.2008, 07:44
could very well be Taska, I toyed with the trees bit of it, couldn't get it to work properly (and I was happy with what I was seeing ingame :lol: ), will try your method with the Autumn early/late in the Trees folder.
I have a question though - these files - AlteredBush8aTrunkTL, AlteredBush8aw, AlteredBush8awTL, AlteredBush8awTrunkTL - where did you get them from? I don't have them, and they don't seem to be in any of the textures packs I've downloaded.:?
Cheers
Quelty
I have a question though - these files - AlteredBush8aTrunkTL, AlteredBush8aw, AlteredBush8awTL, AlteredBush8awTrunkTL - where did you get them from? I don't have them, and they don't seem to be in any of the textures packs I've downloaded.:?
Cheers
Quelty
06.09.2008, 07:49
I extracted them using the .SFS extractor.
They are in fb_maps.SFS
It was a hunch that seemed to pay off. I reckoned it worked a bit like the .tree.tga system.
You just tell the game where the AlteredBush8a.tga file is, and it uses that as the path to the
rest of the files.
So if I wanted to create a new path to the supplied AlteredBush8aTL.tga, then I presumed
I would need to create a folder containing all the rest of the files associated with it.
It might not be that way but it seems to work.
They are in fb_maps.SFS
It was a hunch that seemed to pay off. I reckoned it worked a bit like the .tree.tga system.
You just tell the game where the AlteredBush8a.tga file is, and it uses that as the path to the
rest of the files.
So if I wanted to create a new path to the supplied AlteredBush8aTL.tga, then I presumed
I would need to create a folder containing all the rest of the files associated with it.
It might not be that way but it seems to work.
06.09.2008, 07:52
Ahhhha, thought I'd missed a download somewhere - Cheers, will do the same.
EDIT: that did the trick and it does make a difference ingame too
Cheers
Quelty
EDIT: that did the trick and it does make a difference ingame too
Cheers
Quelty
06.09.2008, 10:00
BTW, there is a problem. These versions of the load.inis get rid of the lovely white cliffs!
I'll try to sort it out later, but if anyone else can sort it out first, please post your inis. :oops:
I'll try to sort it out later, but if anyone else can sort it out first, please post your inis. :oops:
06.09.2008, 10:33
Taska, change the Country1 line in the ini's to read "Country1 = land/summer/whitechalk.tga,2"
Cheers
Quelty
Cheers
Quelty
06.09.2008, 11:07
I'm still getting load errors using Taska's structure and naming convention. I extracted the altertreeXXX from maps.SFS and was not able to view them within Irfanview (unreadable file header) does that mean the extraction was corrupted or that their is another step of decryption needed? I am able to view other TGAs from within the MAPMODS folder without issue.
Thanks
SB
Thanks
SB
06.09.2008, 11:53
Skullbiscuit Wrote:I'm still getting load errors using Taska's structure and naming convention. I extracted the altertreeXXX from maps.SFS and was not able to view them within Irfanview (unreadable file header) does that mean the extraction was corrupted or that their is another step of decryption needed? I am able to view other TGAs from within the MAPMODS folder without issue.
Thanks
SB
get Tga converter by DrJones ( tools forum section ) for those " difficult" tga's :wink:
regards
Z
06.09.2008, 12:37
fly_zo Wrote:get Tga converter by DrJones ( tools forum section ) for those " difficult" tga's :wink:
regards
Z
Thanks!
06.09.2008, 14:25
OK,
I've hit my "culminating point" on this. I can't convert the extracted TGA files even though I downloaded Dr. Jones TGA converter and have .Net 2.0 and the DX 9 redistributable componenets. I am using XP 64 bit and everytime I try to run the converter it crashes upon boot.
So I tried to use the default tree textures instead of the autumn one (along with the remain 4 default altertreeXXX.tga files by just specifying Tree0 = Trees\AlteredBush8a.tga)
I still can't get either of these maps to load in FMB. Canon's map along with Compan's textures load just fine. I have looked at file structures and names till blind --- I must have something out of place - though all I have done is largely copy and paste Taska's ini files - but having spent several hours on this with no joy its time to do why I am doing this in the first place --- that is to FLY!
So thanks for the help but I'll just pull it in and wait for a beta release mod pack on this which includes an organized file structure and the required INI files already tested and working
Thanks for the help though!
SB
I've hit my "culminating point" on this. I can't convert the extracted TGA files even though I downloaded Dr. Jones TGA converter and have .Net 2.0 and the DX 9 redistributable componenets. I am using XP 64 bit and everytime I try to run the converter it crashes upon boot.
So I tried to use the default tree textures instead of the autumn one (along with the remain 4 default altertreeXXX.tga files by just specifying Tree0 = Trees\AlteredBush8a.tga)
I still can't get either of these maps to load in FMB. Canon's map along with Compan's textures load just fine. I have looked at file structures and names till blind --- I must have something out of place - though all I have done is largely copy and paste Taska's ini files - but having spent several hours on this with no joy its time to do why I am doing this in the first place --- that is to FLY!
So thanks for the help but I'll just pull it in and wait for a beta release mod pack on this which includes an organized file structure and the required INI files already tested and working
Thanks for the help though!
SB
« Next Oldest | Next Newest »
Users browsing this thread: 10 Guest(s)