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Re: Fontenoy Mod.
Posted: Mon Jul 14, 2014 11:59 pm
by Pom
Thanks to all who are trying to help,here's the last thing I can think of,I've cut up the .dds files,I know that when I tried to make them too big with the unit files,before I started packing them,the game wouldn't load,so lets try this.
http://sandbox.mediafire.com/download/m ... gs_GFX.rar
Fingers crossed.
Re: Fontenoy Mod.
Posted: Tue Jul 15, 2014 12:21 am
by Davinci
Did you get the flags from Brit sheet 1 working?
That was a problem for me.
Crikey - I have very litle knowledge on which flags are which,
but I think that the flags in 'my' picture are from the
Brit_Flags01.dds file.
I'm guessing that there is probably a conflict when loading both Mods that contain a
gfx file, but I could be wrong.
davinci
Re: Fontenoy Mod.
Posted: Tue Jul 15, 2014 12:28 am
by Saddletank
Pom, thanks for that rework of the dds files and the gfx file - IT WORKS!
Re: Fontenoy Mod.
Posted: Tue Jul 15, 2014 12:55 am
by Crikey
That's great news.
Me too.
Big thanks to Pom for reworking the flags and D and others for searching for a solution. :cheer:
Re: Fontenoy Mod.
Posted: Tue Jul 15, 2014 2:28 am
by Davinci
@ Crikey \ Saddletank - Hey, now that you have the Mod working, here is a little experiment that you can do when you have the time.
The largest Flag-Set is the Frn_Flags02 at 32,000kb.
Place that in a Mod along with the twenty entries for that flag from the gfx file.
Edit the OOB to show each flag and try to run the Mod.
The flag-set that you mentioned earlier is the 24,001kb - So that might be your Cards-Limit.
If neither of those work you can try the Frn_Flags03 which is at 17,601kb.
Basically, this test will pinpoint exactly how large of a file that your Card will run.
davinci
Re: Fontenoy Mod.
Posted: Tue Jul 15, 2014 2:01 pm
by Pom
Crikey/Tank, great news,glad it's working for both of you,I'll do a new link for both mods this week.
Thanks to all who helped sort this out.
Re: Fontenoy Mod.
Posted: Tue Jul 15, 2014 4:36 pm
by Saddletank
I was just thinking - its never a good idea to have to use another mod to get yours to work... what parts of BuglesAndFlags does Fontenoy use? Could you combine those parts into your main mod?
Re: Fontenoy Mod.
Posted: Tue Jul 15, 2014 8:06 pm
by Pansarskott
The mod keeps crashing on me..just stops att "..unit portrait blaha blaha.." and CTD
Is there no solution to the problem? I just love the period. :/
Cheers
Re: Fontenoy Mod.
Posted: Tue Jul 15, 2014 8:09 pm
by RebBugler
I was just thinking - its never a good idea to have to use another mod to get yours to work... what parts of BuglesAndFlags does Fontenoy use? Could you combine those parts into your main mod?
I agree, and permission has already been granted. But "its never..." is wrong Tank. Lots of folks write small mods to tweak large, sprite based mods...case in point - Wargram.
Don't think that's the case here since this mod isn't using the B&F flags. Probably just the toolbar, and if I'd known this ahead of time I would have suggested the use of the B&F Nap toolbar instead, it could easily be assimilated. Anyway, I don't really know, I've got other projects going presently and haven't had time to check this one out yet, besides, my DL speed has had some issues as of lately.
Re: Fontenoy Mod.
Posted: Tue Jul 15, 2014 8:37 pm
by Saddletank
Sure, I understand. If you are simply tweaking/adjusting a part of a bigger mod with a smaller mod then it stands to reason that the bigger mod and your mod will be used together. And that is what the users will want.
That wasn't what I meant though.
When a person issues a complete modification for the game, as Fontenoy does, it should be issued all-in-one, self-contained with no reliance on other mods which in this case are effectively sub-mods to the big mod (the reverse of what we both talked about above). See how this is an important difference?
It would be best for the end user if you could incorporate the parts of B&F you used, Pom, into your Fontenoy mod, then people wouldn't need to install B&F.
Some in fact (like me as it happens) already have B&F installed but might have removed parts of it because these clash with yet other mods. It was because my B&F mod wasn't all as per download that I first thought that might be where my flag animation issue was coming from.