partieboi 0 Posted September 19, 2003 hi ive searched the forums and can't find anything on this the problem im havin is with the eden textures and the rest of the island textures that are already in the game, ive got them all in the data folder when i put a texture on some of my land that bit of land is white in buldozer but other textures like custom textures work find, its not that i have to reload buldozer coz ive done it loads of times can anyone help me Share this post Link to post Share on other sites
Tankfanatiker 0 Posted September 19, 2003 are the textures in ofp white, too? mostly white terrain appears if you ven't configured the texture path in visitor corectly Share this post Link to post Share on other sites
partieboi 0 Posted September 19, 2003 don't know about in flashpoint but ive got grass all over my island and i tryed putting sand and rock on and the places i put rock and sand go white in buldozer but the grass is fine Share this post Link to post Share on other sites
BoonieRat 0 Posted September 19, 2003 ALL terrain textures(custom and eden) should be in the same folder, and not in the data folder, the data folder is for object textures only... The island textures are supposed to be in the folder you created for your islands files (pew). Make sure you point to the right folder in 'system preferences'... PS, did you copy the 'Eden PBO' from the original game folder and dePBO it, then put it in buldozer?. There are'nt any textures included in buldozers original install (actualy, maybe Landtex has?)... If you follow kegetys guide to set up buldozer you should'nt get these texture path problems... Share this post Link to post Share on other sites
partieboi 0 Posted September 20, 2003 gr8 tnx 4 the help were can i get kegetys guide from tnx 4 the help Share this post Link to post Share on other sites
BoonieRat 0 Posted September 20, 2003 The official Breathe site has it... Visitor2 Tutorial ... Share this post Link to post Share on other sites
partieboi 0 Posted September 20, 2003 tnx for the help! Share this post Link to post Share on other sites
partieboi 0 Posted September 20, 2003 when i try 2 add the textures only the pac files show up the paa files don't how can i add the paa files 2 use on my island coz the paa files r the textures i want Share this post Link to post Share on other sites
Tankfanatiker 0 Posted September 21, 2003 yeah of course only write the first letters of the paa texture and it should show it on the list ok somebody knows how i add textures from O.pbo and some from my island directory because in the o.pbo some transitional textures are missing Share this post Link to post Share on other sites
BoonieRat 0 Posted September 21, 2003 [hint] I learnt all this stuff by reading this forum (all 9 pages) [/hint] You have to type: *.paa into the place where the texture name goes, then all the paa files will appear. It's a good idea to 'copy' the *.paa line because you have to retype it EVERY time you want to add a paa texture. Pasting it in is a lot quicker ... Share this post Link to post Share on other sites
BoonieRat 0 Posted September 21, 2003 Use the res 'Landtex' file. Nogova did'nt use all the textures available, so they are'nt in the O(nogova).PBO... Share this post Link to post Share on other sites
partieboi 0 Posted September 21, 2003 tnx i got the paa files to show but when i use them they still show white in buldozer i don't get this at all it should work fine shoulden it, the only paa file in the eden folder that works is the TN one thats the grass but thats it, im trying 2 use ps.paa 4 sand and sz.paa 4 rock, but they show white in buldozer ? Share this post Link to post Share on other sites
Tankfanatiker 0 Posted September 21, 2003 hmm and you write the path to the texture folder in "project preference" too? Share this post Link to post Share on other sites
partieboi 0 Posted September 21, 2003 ok ok im stupid lol yes i didnt set the texture folder lol, it works all fine now ty guys u have helped alot Share this post Link to post Share on other sites
Tankfanatiker 0 Posted September 21, 2003 @BoonieRat in res/dta/landtex file aren't transtional textures like n1l1l1l1.pac explain me that plz, i cant follow you Share this post Link to post Share on other sites
BoonieRat 0 Posted September 21, 2003 I just tried LandText myself and it did'nt work (read somewhere else that it did!) I cut and pasted them into O to see what happens, there are loads there that are'nt in O, I'll let you know if it's useful... Which transitionals are missing exactly?... Share this post Link to post Share on other sites
Tankfanatiker 0 Posted September 21, 2003 all combinations of snow (n1), many of cliff (l1) and some between t1 and ps copy them into O has no effect because they arent in the o.pbo of ofp i ll look again for this problem edit: the only solution i can find is to put them ALL in the island directory -> huge size hope you find a better solution Share this post Link to post Share on other sites
BoonieRat 0 Posted September 21, 2003 What's happening with your map? Missing~textures/white~squares?... Share this post Link to post Share on other sites
BoonieRat 0 Posted September 21, 2003 Can you add pt as a variant to ps (set it to 0 percent) so it uses t1t1ptpt instead of t1t1psps?... Share this post Link to post Share on other sites
Tankfanatiker 0 Posted September 21, 2003 i use the noe textures... http://mitglied.lycos.de/tankfanatiker/visitor/images/notrans.jpg and some transitional textures are missing like snow-stone, so i cant do snow-wood and i looking for a trick to avoid that i ve to put all textures in my island pbo, ok? ^^ Share this post Link to post Share on other sites
partieboi 0 Posted September 21, 2003 in buldozer its very foggy so u can't see much only if u get very close how can i reduce the fog is there a way Share this post Link to post Share on other sites
MI_Fred 0 Posted September 21, 2003 Quote[/b] ]in buldozer its very foggy so u can't see much only if u get very close how can i reduce the fog is there a way Prolly an exe param like -nofog but I wouldn't go trying, God knows what will happen. Quote[/b] ]Can you add pt as a variant to ps (set it to 0 percent) so it uses t1t1ptpt instead of t1t1psps?... The filename is formed out of the 4 corners of the square. So That would be simply t1 in the bottom left and right, ps in top left and right. Or the other way around... heh. So it is what it is and you can't go changing it and making it be the same as in O.pbo. I too come up with huge islands, from 33 to 44 megs so this is an issue. But I fear it's one w/o a solution. You either have to make texture blends similar to ones on existing islands, which would be dull. But even using BIS textures wont satisfy some of us... But happy hunting on this Share this post Link to post Share on other sites
BoonieRat 0 Posted September 22, 2003 When you say 'noe textures' , you mean O.pbo' don't you? I can't find a 'noe.pbo' with any textures in it ... The land textures in O.pbo weigh in at 50MB!, when cut from the rest of the stuff (170MB all included)... Share this post Link to post Share on other sites
Tankfanatiker 0 Posted September 22, 2003 of course i ment the o.pbo (every good mission maker knows that noe=novgoda; abel=malden; eden=everon; cain=kolgujev) but looks like there is still no solution, but with makePbo you can compress your files (very long) and you will not get 170 MB Share this post Link to post Share on other sites
BoonieRat 0 Posted September 23, 2003 O.pbo complete is 170MB, not a complete map file using O.pbo textures . I don't understand why Eden is less than 10MB (or why noe does'nt contain it's own textures like eden/cain/abel), does the resolution make that much difference? (five times! )... The only solution is to use the textures as they were made to be. As long as you use snow with only s2 there is no problem (well I don't get one ). Use b1 as the grass that is next to the beach (I use it beacause it looks patchy/sandy anyway, I did'nt know there was a problem, it just looked right). I use l1 only as a variable for s2 so I have no problem there either... Quote[/b] ]The filename is formed out of the 4 corners of the square. So That would be simply t1 in the bottom left and right, ps in top left and right. Or the other way around... heh. So it is what it is and you can't go changing it and making it be the same as in O.pbo. I was hoping visitor would 'auto~add' a t1/pt variant (not transitional) instead of leaving a void. I had no intention of changing anything...You could physicaly add a t1~pt texture anywhere there's a t1~ps 'hole' if visitor does'nt do it automaticaly... Share this post Link to post Share on other sites