Special Aircraft Service

Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1]   Go Down

Author Topic: Trees in the NWEurope map  (Read 1993 times)

0 Members and 1 Guest are viewing this topic.

zionid

  • member
  • Offline Offline
  • Posts: 79
Trees in the NWEurope map
« on: July 03, 2013, 04:20:10 AM »

Hey guys.

Been experimenting with different ground textures in said map, but for some reason, IL2 wont use the associated .TREE files with each texture, instead I can see trees at placed 3d objects randomly around the map by the original map maker (?) (Not the autogenerated ones from the game itself).

I use the same textures on many other maps where they work fine (The textures from Cyberolas summer ardennes)

I am guessing that it has something to do with the load.ini file, but I don't know what to look for.

Any takers?
Logged

SAS~Bombsaway

  • Choose your battles wisely.
  • SAS Team
  • member
  • Offline Offline
  • Posts: 9213
  • A day without laughter is a day wasted
Re: Trees in the NWEurope map
« Reply #1 on: July 03, 2013, 06:05:15 AM »

Sorry, I am just waking up here and havent finished my coffee yet so here goes. There are three areas in the load.ini for the trees.....


This part is for the texture trees. You can mix and match those. Look into one of Agracier's newer maps load.ini and you will see what I mean.

[WOOD]
Wood0 = forest/summer/sk_Wood0.tga
Wood1 = forest/summer/sk_Wood1.tga
Wood2 = forest/summer/sk_Wood2.tga
Wood3 = forest/summer/sk_Wood3.tga
Wood4 = forest/summer/sk_Wood4.tga

WoodMask2  = forest/summer/ForestMask.tga
WoodMask3  = forest/summer/ForestMask2.tga
WoodMiniMasks = forest/summer/MiniMask.tga
SideWood = forest/summer/ForestSide.tga


This next entry is for the object tress and you can change them to whatever you have in their folder....

Tree0 = Trees/sk_AlteredBush8a.tga

This next entry if for the ground texture that will appear under the textured trees and how the game will show the trees and the ground texture from far away...

Wood0 = East/Ardennes/wood.tga
Wood1 =
Wood2 = forest/summer/sk_ForestFar.tga,-2
Wood3 =

Also, if you are getting the object trees showing up where you dont want them you can rename the texture for that area of the map so they dont. Add _fields at the end of the entry so it looks like this...

East/Ardennes/Bastogne_fields_777.tga as long as it has _fields in the name the trees wont show up. If you are having trouble getting the object trees to show look in the Tree0 section and make sure that you have that trees textures in the folder the load.ini points to.

Hope this helps.
Logged
Do not go gentle into that good night,
Old age should burn and rave at close of day;
Rage, rage against the dying of the light.

may-bug

  • Modder
  • member
  • Offline Offline
  • Posts: 41
  • aka millekmh
Re: Trees in the NWEurope map
« Reply #2 on: July 04, 2013, 10:52:13 AM »

Hi,

Problem is not from load.ini.
There are a lot ot of "row of trees" objects placed all over the map, and they prevent auto-generated trees on your textures. All objects always prevent auto-generated trees on a small area around them.
If you want your associated *.tree.tga  textures to work, you'll have to delete "row of trees" objects of the map (and some other objects like farms, mills, etc. but especially "row of trees" for this map, they are everywhere).

There was a tool that could delete objects of your choice, but I can't remember where I got it from and I can't find it on my disk. I think it was from Zuti, but not sure.
Logged

zionid

  • member
  • Offline Offline
  • Posts: 79
Re: Trees in the NWEurope map
« Reply #3 on: July 12, 2013, 04:36:29 AM »

Yeah, thats what I figured too. Thanks for the replies guys.

Maybe the unlocked FMB can remedy the problem?

Guess I'll find out;)
Logged

SAS~Boomer

  • SAS Honourable Member
  • member
  • Offline Offline
  • Posts: 814
Re: Trees in the NWEurope map
« Reply #4 on: July 12, 2013, 06:09:40 PM »

There was a tool that could delete objects of your choice, but I can't remember where I got it from and I can't find it on my disk. I think it was from Zuti, but not sure.

"Actors Management Tool" by Zuti
For extracting and creating actors.static and more

https://www.mediafire.com/?gyewm4en23t

It is in the map tool thread|>
https://www.sas1946.com/main/index.php/topic,33463.0.html

There is Zuti's utility zionid that May-bug mentioned
it can delete any object you want from the actors.static info
very easy to use

Maybe the unlocked FMB can remedy the problem?
Guess I'll find out;)

take forever and a day by hand  ;)
and May-bug has the answer with the tree objects and other objects preventing the random pop-up trees etc.
the objects even remove the 3D invisible cake trees for so much area around them

Try Zuti's utility out,it is very user friendly  :)

Logged
Pages: [1]   Go Up
 

Page created in 0.077 seconds with 24 queries.