Hi all,
I happened across Bee's post where he lists the load.ini slots included in the collision_height file.
I'd love to explore this, but I don't have UI so I don't have that folder.
Would someone be able to send me the relevant folder from their UI installation?
Please email it to me at canonuk(at)hotmail.co.uk
It would be great if someone could send it today since I've got some time to experiment with it.
Cheers
Joe
Thanks to the person that sent it!
hmmm, what are you up to now Joe, could the 32 slot limits on maps be in danger :lol:
Hope so
Cheers
Quelty
Glad you saw that post. :wink:
I've been trying to sleuth out how to edit/save those pesky hashed files for some time now (still looking for a way). Hoping to solve the texture limitation and maybe clone some Hurri's for tropical variants one day... :wink:
I've been able to edit/save (well I think I've done it right) - can't get them back into hash format though to see if my edits worked :? Will keep looking around.
Cheers
Quelty
I've not had much luck.
Working with Muas, we've added a new slot at the bottom of the 'FIELDS' list and changed the array from 32 to 33.
No luck.
I think the problem may be that the engine is designed to assign road and rail textures to all RGB values above 31 on map_t. Every single RGB value is taken by road and rail. So, by adding a extra line calling for the texture to use RGB 32, it achieves nothing.
I'll keep looking, but I don't want to get too distracted from my map. I have other ideas for creating custom unique airfields that don't require new texture slots and work, but it would certainly be nice to crack the texture slot problem. I'm not sure if the 352nd actually have managed to introduce new slots. They're very cagey about saying if they have, so perhaps they're actually using a standard number of texture slots but have different load.ini for different versions of the map (i.e a load.ini if you're flying over England and a different load.ini for flying over France. )
Joe