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Jolly wrote: So, is there a chance of making a working ANT_1.CSV file for this?
Jolly wrote: The Terrain_Effects.dds is from the Chickamauga mod
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Hmm, unless I'm missing something!Jolly wrote: I decided originally on using the CV etc files/templates, thinking that it would be relativly easy to adjust the csv's after doing the new graphics.
Not so easy after all!!
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.......................................................................................................Jolly wrote: Where does the GFXPACK.CSV fit into things? That seems to me to contain the info for the terrain dds files, which includes the smoke graphics.
That is do-able!Jolly wrote: I'm using three terrain dds files - terrain_effects.dds (from Chickamauga), cv1.dds and cv2.dds, along with a renamed Ant_1.csv file.
Standby - on this one!Jolly wrote: It does look good, apart from the anomalies with the trees/fire.
Check the [J \ K \ L] Columns in the "mapname.csv" file - I think that one of those controls the toggle of the trees.Jolly wrote: Also the trees are either full on or full off when hitting the 'T' in game.
OK, so the only greyscale colors' used are already defined correctly.Jolly wrote: I've not changed the map bmp.
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"Jolly" Check what it says at the top of Column [ E ].Jolly wrote: I copied the 'Terrain Table Sounds' entries from the orig Ant_1.csv file, and hey presto - flames in the correct position!
So simple, but I'd just presumed they were for the sound effects.
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"Jolly" - One way to figure out which line is causing the tree problem is to "Copy" the "mapname.csv" to the Desktop.Jolly wrote: Still getting some trees on roads.
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Understood!Jolly wrote: I need to keep the trees etc, but find a way of keeping them off the roads (alongside looks fine)!
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True, there seems to be a 2 pixel wide area that a tree might appear when it shouldn't.Jolly wrote: The tree are always erratic each time you load the same scenario, so you never know what you will get.
You are way better using Photoshop than I am, but basically use Photoshop to create a 2 pixel buffer or shoulder on the outside roads. This will Stop 99% of the trees from entering that zone.Jolly wrote: I'll try the 'mapname.bmp' approach that you mention Davinci and see what happens!
Yes, You mentioned this earlier but I forgot to respond to it.Jolly wrote: They use different files, which is why I'm getting problems now of course, after originally deciding to work with the Chancellorsville DDS terrain sheets and the latest Terrain_Effects.dds sheet.
Another real annoyance is that the Chickamauga and Chancellorsville DDS graphics override this mod, no matter that they are below in the priority list.
I can't figure out any reason for this to happen, but it does.
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