Hi all,
I'm new of this section, hope not to ask a silly question. Please, be patient.
I installed excellent Hurricane SAS pack. Unfortunately, Trop versions that I need appear depending on map. I'm updating a DGen campaign in PTO, and Burma map isn't set to DESERT, so JC beautiful Trop filters do not show.
In my own install, I can easily replace in LOAD.INI the CAMOUFLAGE, but how to provide it comprised inside campaign pack for the generic user? I wonder if I could include in my self-extrating executable following LOAD.INI, which is set for WHC's Burma, in the path "Mods\mapmods\maps\Burma" (my campaign is just for UP2.01), but would it be compatible with stock as well as with any other modded map?
[MAP]
ColorMap = map_c.tga
HeightMap = map_h.tga
SmallMap = map_M.tga
TypeMap = map_T.tga
FarMap = map_F.tga
ReflMap = map_R.tga
[LIGHT]
LandLight = LandLight.mat
CloudShadows = CloudShadows.mat
[MAP2D]
ed_m01.tga
ed_m02.tga
[WORLDPOS]
CAMOUFLAGE = SUMMER
MONTH=6
DECLIN = 12
PRESSURE = 745
TEMPERATURE = 25
[CUBE]
Down = Cube_bott.tga
East = Cube_right.tga
North = Cube_front.tga
South = Cube_back.tga
Up = Cube_top.tga
West = Cube_left.tga
[static]
actors.static
[text]
texts.txt
[WOOD]
Wood0 = forest/summer/whc_wood10.tga
Wood1 = forest/summer/whc_wood11.tga
Wood2 = forest/summer/whc_wood12.tga
Wood3 = forest/summer/whc_wood13.tga
Wood4 = forest/summer/whc_wood14.tga
WoodMask2 = forest/summer/JForestMask.tga
WoodMask3 = forest/summer/JForestMask2.tga
WoodMiniMasks = forest/summer/MiniMask.tga
SideWood = forest/summer/ForestSide.tga
[APPENDIX]
HighClouds = Clouds256.tga
HighCloudsNoise = CloudsNoise.tga
Moon = Moon\Moon0000.tga
ShadeNoise = land/Noise.tga
WaterNoise = water/WaterNoise.tga
WaterNoiseAnimStart = Water/Animated/WaterNoise00.tga
ForestNoise= forest/summer/ListForestNoise.tga
BeachFoam = water/Foam.tga
BeachSurf = water/BeachSurf.tga
BeachLand = water/RiverLand.tga
Tree0 = Trees\MTO_AlteredBush8a.tga
TreeLightMask = Trees\LightM256.tga
[WATER]
Water = water/Water.tga
WaterColorATI = 0.150 0.225 0.180
WaterColorNV = 0.165 0.264 0.233
[ROADS]
Rail = land/summer/Rail
Road = land/summer/Road
Highway = land/summer/Highway
[FIELDS]
LowLand0 = whc/land/Pacific/whc_mount_BU.tga
LowLand1 = whc/land/pacific/whc_rice_field_BU.tga
LowLand2 = whc/land/Pacific/whc_mount_BU.tga
LowLand3 = whc/land/pacific/whc_forestground_BU.tga,2
MidLand0 = whc/land/pacific/whc_forestground_BU.tga,2
MidLand1 = whc/land/pacific/whc_mount_BU.tga
MidLand2 = whc/land/pacific/whc_rice_field_BU.tga
MidLand3 = whc/land/Pacific/whc_mount_BU.tga
Mount0 = whc/land/pacific/whc_mount_BU.tga
Mount1 = whc/land/pacific/whc_beachmuddy_BU.tga
Mount2 =
Mount3 =
Country0 = whc/land/pacific/whc_dcountry_BU.tga
Country1 = whc/land/pacific/whc_dcountry_BU.tga
Country2 = whc/land/pacific/whc_mount_BU.tga
Country3 = whc/land/pacific/whc_dcountry_BU.tga
City0 = whc/land/pacific/whc_downcity_BU.tga
City1 = whc/land/pacific/whc_rice_field_BU.tga
City2 = whc/land/pacific/whc_rice_field_BU.tga
City3 = whc/land/pacific/whc_factoryc_BU.tga
AirField0= whc/land/Pacific/whc_mount_BU.tga
AirField1= whc/land/pacific/whc_Imphal_af_new_BU.tga,-2
AirField2=
AirField3=
Wood0 = land/pacific/jungleKT.tga
Wood1 =
Wood2 = whc/land/pacific/whc_forestfar_BU.tga,-2
Wood3 =
Water0 = water/water.tga
Water1 = water/water.tga
Water2 = whc/land/pacific/whc_coastline_BU.tga,2
Water3 = whc/land/pacific/whc_coastline_BU.tga,2
Thanks for any help,
GB