Antietam Terrain Mod
Re: Antietam Terrain Mod
Jolly!
THANK YOU, THANK YOU, THANK YOU!
Cannot wait to get my hands on the new updated map! Those screenies are stunning!
THANK YOU, THANK YOU, THANK YOU!
Cannot wait to get my hands on the new updated map! Those screenies are stunning!
Re: Antietam Terrain Mod
Thanks Chichetr, another screen as I'm testing all the Ant maps.
Getting close now!
David(jolly)
Getting close now!
David(jolly)
- Attachments
-
- Untitled-9.jpg (379.7 KiB) Viewed 1034 times
Re: Antietam Terrain Mod
It's all just about there on all four maps now.
It's just down now to some conflict issues with some csv files.
David(jolly)
It's just down now to some conflict issues with some csv files.
David(jolly)
- Attachments
-
- Final.jpg (424.96 KiB) Viewed 1034 times
Re: Antietam Terrain Mod
I'm a bit stuck at the moment. I originally made the decision to utilise the Terrain_Effects.dds from Chickamauga, and the CV_1.dds, CV_2.dds from Chancellorsville 'templates' for this mod, which cause unfortunate anomilies on the maps - eg trees on roads/areas, no building fire etc.
I wonder if any one could help regarding any possible csv entry fixes?
I can send the files needed.
Cheers
David(jolly)
I wonder if any one could help regarding any possible csv entry fixes?
I can send the files needed.
Cheers
David(jolly)
Last edited by Jolly on Sun Jan 21, 2018 1:15 pm, edited 1 time in total.
Re: Antietam Terrain Mod
"Jolly" - It sounds like the problem could be with the "mapname.csv" file that is causing the problems.
I don't think that it really matters what files you choose to use from different mods, the only file that can tell them where to put anything is the "mapname.csv" file.
As you know, a lot of the maps will use the same grey-scale codes in the "mapname.csv" file, such as Light Woods = 35, Heavy Woods = 45, etc...
Check to make sure that the colors that you are using are correct. Tree"s appearing on the roads can be a result of listing ( Trees ) in the mapname.csv under "Open".
Tree's appearing on the roads can also be due to putting roads and woods too close together in the "mapname.bmp" file.
Hope this Helps!
davinci
I don't think that it really matters what files you choose to use from different mods, the only file that can tell them where to put anything is the "mapname.csv" file.
As you know, a lot of the maps will use the same grey-scale codes in the "mapname.csv" file, such as Light Woods = 35, Heavy Woods = 45, etc...
Check to make sure that the colors that you are using are correct. Tree"s appearing on the roads can be a result of listing ( Trees ) in the mapname.csv under "Open".
Tree's appearing on the roads can also be due to putting roads and woods too close together in the "mapname.bmp" file.
Hope this Helps!
davinci
The only true logic is that, there is no true logic!
-
- Reactions:
- Posts: 2171
- Joined: Sat Dec 24, 2011 4:49 am
Re: Antietam Terrain Mod
That last comment is especially helpful. I think an area defined in the greyscale as woods will have a certain "fade out" zone against whatever area its adjacent to. I presume this is to stop a hard plantation-like edge appearing at the edges of woodland, but if you have a road too close, these "outlying" tree sprites can then appear on the road greyscale.
The same happens with scrub and brush greyscales - I often get dense weeds growing along my trails!
As DaV suggests, move the woodland greyscale border further away from the road edge.
I am not sure about the fire sprite. Is it showing but just out of position? Or is it not showing at all? I assume you've done the obvious things like ensuring its co-ords are identical to the files you're drawing from and the building model that is supposed to be burning is also in an identical location? ... and that the fire sprite is being called correctly from the graphics file?
The same happens with scrub and brush greyscales - I often get dense weeds growing along my trails!
As DaV suggests, move the woodland greyscale border further away from the road edge.
I am not sure about the fire sprite. Is it showing but just out of position? Or is it not showing at all? I assume you've done the obvious things like ensuring its co-ords are identical to the files you're drawing from and the building model that is supposed to be burning is also in an identical location? ... and that the fire sprite is being called correctly from the graphics file?
Last edited by Saddletank on Mon Jan 22, 2018 1:16 am, edited 1 time in total.
HITS & Couriers - a different and realistic way to play SoW MP.
Re: Antietam Terrain Mod
Thanks for the really valid pointers chaps, I can't get this sorted though.
It seems that the data in the CVEAST.CSV, when renamed to ANT_1.CSV causes the problems as described.
Lot's of different entries, which I can't figure out how to make work correctly for the Ant maps.
It's a pity, but I think I'll have to re-design things, using the Ant Terrain_Effects dds template instead of the two Chancellorsville ones.
Back to the drawing board - the LSL files are still good though, just the trees/terrain to redo.
Cheers
David(jolly)
It seems that the data in the CVEAST.CSV, when renamed to ANT_1.CSV causes the problems as described.
Lot's of different entries, which I can't figure out how to make work correctly for the Ant maps.
It's a pity, but I think I'll have to re-design things, using the Ant Terrain_Effects dds template instead of the two Chancellorsville ones.
Back to the drawing board - the LSL files are still good though, just the trees/terrain to redo.
Cheers
David(jolly)
Re: Antietam Terrain Mod
The problem is that the files are "NOT" using the same values.It seems that the data in the CVEAST.CSV, when renamed to ANT_1.CSV causes the problems as described.
Example:
CVEast
110 DirtRoad
120 SunkenRoad
130 RR
Ant1
110 DirtRoad
120 TurnPike
130 SunkenRoad
This is just a few of the different values that "Will Not Match" the mapname.bmp file. This is why certain objects will appear in the wrong locations.
This file has a "PList" file that goes along with it, therefore changing the name will probably not work unless you also change the names in the "PList" file also.Ant Terrain_Effects dds template instead of the two Chancellorsville ones.
davinci
Last edited by Davinci on Mon Jan 22, 2018 1:02 pm, edited 1 time in total.
The only true logic is that, there is no true logic!
Re: Antietam Terrain Mod
All may not be lost then!
So, is there a chance of making a working ANT_1.CSV file for this?
The Terrain_Effects.dds is from the Chickamauga mod and just utilises the wall/fires/smoke etc textures, not the trees/grass sprites, which are pulled from the CV1.DDS and CV2.DDS texture files.
Thanks again Davinci, I bow to your knowledge on this.
So, is there a chance of making a working ANT_1.CSV file for this?
The Terrain_Effects.dds is from the Chickamauga mod and just utilises the wall/fires/smoke etc textures, not the trees/grass sprites, which are pulled from the CV1.DDS and CV2.DDS texture files.
Thanks again Davinci, I bow to your knowledge on this.
Last edited by Jolly on Mon Jan 22, 2018 1:33 pm, edited 1 time in total.