My textures don't work! -1 reply

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Go Postal!

The Internet ends at GF

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2nd February 2003

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#1 18 years ago

I have created a series of textures for the Coral Sea level using the dds plugin for Photoshop, loading the original textures, altering them, then saving them using the plugin. I then placed them in the TexSets/BF1942/Coral Sea folder, then, when I loaded Coral Sea, there was no discernable difference between the original textures and the current ones. Can anyone help me?




|AF|Speirs

I'm too cool to Post

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21st February 2003

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#2 18 years ago

No Idea. And I have No Idea why I posted here? :uhoh:




Go Postal!

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2nd February 2003

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#3 18 years ago

Well thanks for your feedback, noone else has even bothered to respond yet.




MEGADETH

I don't spend enough time here

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12th February 2003

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#4 18 years ago

hahahah I have no idea either. and I also feel like a moron on posting. sorry for not having a brain. :cya::cya::cya::cya::cya::cya::cya::cya::cya::cya:




_Bongo_

Merciless Research Team

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28th November 2002

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#5 18 years ago

I take it you'r using merciless when you talk of using the texturesets folder. I have the same setup but there is no Coral Sea Folder in my texturesets. If you have just added your own coral sea folder and put in the textures then they won't work. You need to extract the coral sea map, and under the Init File change the line to

textureManager.alternativePath TextureSets/BF1942/Coral_Sea

Then remake the rfa with just the init file and rename it to Coral_Sea_706.rfa, put this into your Mods\MC1942_TexSet\Archives\BF1942\levels folder along with all the others, that should be you sorted ok:)

Later, Bongo




Go Postal!

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2nd February 2003

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#6 18 years ago

I'll check that but I know Merciless 3.7 changes textures on Coral Sea because I loaded some IJN skins for the Japanese ones. I think it is something to do with mipmaps. Also the Coral Sea folder was created by the Merciless program. Does anyone know what mipmaps are?




devius

I post to get attention

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23rd July 2002

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#7 18 years ago

mip maps have to do with lod (level of detail) meaning there will be a lower res version of that texture for when youre far away in game. btw, when opening a dds in photoshop, say no to display mipmaps.....and always use the default setting when saving....

you need to be more specific though. are you making textures for the terrain itself? or are you making skins for soldiers and planes and stuff?

if its terrain, youll have to pack the coral sea map back into an rfa(i recommend the Gmake rfa- sorry no link) then away you go. keep in mind that you shouldnt alter teh original, or else you wont be able to play with anyone.make a copy if its skins, then you can uncompress the texture folder to your main directory and away you go it should work, if done right. however it will affect all instances of that skin whether its coral sea or not....also i found merciless overrides other skins, so i gave up on skinning. they do such good work anyways. not really much of a skinning game anyways....at least if you want to keep the historical atmosphere intact.

and if youre messin with merciless texture set folders, then i suggest you study a bit more how they did it...look through your .cons and notice also how the have new rfa's for the retail maps...ex: bocage_705.rfa etc...not a 100% sure how that works...




Go Postal!

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#8 18 years ago

Yeah well there are then on the side the texture at half the size, and threfore half the resolution to the side, so I basicall then resized the original down and placed it in those, so It would also appear different at a distance (because it would be very noticeable because I am going from olive to blue). And yes, these are soldier textures. If I say no to mipmaps, won't that mean that my textures will only be different at 3m away or so. And well, the whole Pacific needs work for marines and navy, especially on Coral Sea. But yes, all the textures I downloaded (Merciless and other, worked fine, so I suspect it's an issue with how I did them. If you see my first post above, you will see how I did it.