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Author Topic: (WIP_MOD_BETA)ag_Kt_Karelia 1.1 (for DBW 1.6 )10.1  (Read 25670 times)

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cgagan

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Re: (MOD)ag_Kt_Karelia 1.1
« Reply #36 on: January 09, 2012, 12:55:49 PM »

Kap, your new map cannot coexist with the old in MODS/MAPMODS/maps folder, as they bear the same folder name (ag_kt_Karelia), so installing the new version means disabling the old (?)
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kapteeni

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Re: (MOD)ag_Kt_Karelia 1.1
« Reply #37 on: January 09, 2012, 01:02:37 PM »

Kap, your new map cannot coexist with the old in MODS/MAPMODS/maps folder, as they bear the same folder name (ag_kt_Karelia), so installing the new version means disabling the old (?)
It is easy to switch between old and new version by adding - in front of new ag_Kt_Karelia folder.
Like in any other mod.

Also it is possible to rename the ag_Kt_Karelia folder to ag_Kt_karelia_Perfect (or whatever you want)
and then rename all.ini files to:
ag_Kt_Karelia_Perfect     ag_Kt_Karelia_Perfect/load.ini
and so...
I recommned the minus mark method....

kapteeni
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LuseKofte

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Re: (MOD)ag_Kt_Karelia 1.1
« Reply #38 on: January 09, 2012, 01:50:44 PM »


This is on the old all ini
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kapteeni

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Re: (MOD)ag_Kt_Karelia 1.1
« Reply #39 on: January 09, 2012, 01:56:15 PM »


Edited by Admin Team !

This is on the old all ini
OK you are missing some textures.
namely Spain_1024_Haw_Green_57.tga and another.
they are included at my megapack of textures..
it can be DL at first post

Then you have everything..
kap
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SAS~Tom2

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Re: (MOD)ag_Kt_Karelia 1.1
« Reply #40 on: January 09, 2012, 02:10:28 PM »

Now you confusing me! ;) :D

I think I then took the wrong shots...

I spent some time getting you guys some feedback and took lots of shots. In case these are the wrong shots, just tell me and I'll delete this post. MANY shots lol.

In 4.09 the map did not load, only a blank window.
In DBW I took these shots.



























This base is a problem, AI sank into marsh later..





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Mission_bug

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Re: (MOD)ag_Kt_Karelia 1.1
« Reply #41 on: January 09, 2012, 02:16:39 PM »

Outstanding as always, thank you very much. 8)  Works superbly in DBW 1.6. ;)

Summer.



Autumn.



And Winter.



Wishing you all the very best, Pete. ;D
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kapteeni

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Re: (MOD)ag_Kt_Karelia 1.1
« Reply #42 on: January 09, 2012, 02:25:56 PM »

Now you confusing me! ;) :D

I think I then took the wrong shots...

I spent some time getting you guys some feedback and took lots of shots. In case these are the wrong shots, just tell me and I'll delete this post. MANY shots lol.

In 4.09 the map did not load, only a blank window.
In DBW I took these shots.

Edited by Admin Team !

This base is a problem, AI sank into marsh later..


It is the right map, man. Good looking screenies
Kap
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agracier

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Re: (MOD)ag_Kt_Karelia 1.1
« Reply #43 on: January 09, 2012, 02:28:58 PM »

Outstanding as always, thank you very much. 8)  Works superbly in DBW 1.6. ;)
Wishing you all the very best, Pete. ;D

Very nice screenshots there ... you have a good eye for composition and lighting
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leperemagloire

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Re: (MOD)ag_Kt_Karelia 1.1
« Reply #44 on: January 09, 2012, 03:36:13 PM »

After naming the folder: ag_kt_Karelia _perfect,with the v1.1(and the other modifications i have notified for my HFSX 5.0)
it's fine ;) Thanks for this beautiful map
Just a lot of house without collision in log.lst
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badderger

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Re: (MOD)ag_Kt_Karelia 1.1
« Reply #45 on: January 09, 2012, 05:13:31 PM »

Had the same problem as cgagan. But I forgot to place the 3 tex files into the ag file. This is a "must". Solved the problem.
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cgagan

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Re: (MOD)ag_Kt_Karelia 1.1
« Reply #46 on: January 10, 2012, 12:49:21 AM »

Tree0 = Trees\AlteredBush8a.tga
 TreeLightMask = Trees\LightM256.tga
I found the first on another map, and not yet the second :(

I found the line
 TreeLightMask = Trees\LightM256.tga
on other maps of mine as well, which makes me think it is a file that resides in one of the sfs files, in other words it should be a standard file. And when i mean maps of mine, I mean maps I have installed that were made by others. In fact I have looked at some dozen loa.ini of other maps and they all have that line.

So perhaps this is something due to hsfx? I went looking in my old 4.09 install, and this particular file is not physically in my trees directory either. So presumably it must be residing in an sfs file somewhere ...



I have a file in my MAPMODS/Maps/Tex/Trees folder, named S_LightM256. Could it this be the missing link?
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agracier

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Re: (MOD)ag_Kt_Karelia 1.1
« Reply #47 on: January 10, 2012, 01:48:28 AM »

I have a file in my MAPMODS/Maps/Tex/Trees folder, named S_LightM256. Could it this be the missing link?

I've not been able to find this file in any of my install so far ... so if it is essential to a map it must otherwise reside in an sfs file.

However, it is easy to try out what would happen should you make a copy of the above file and then rename it to LightM256.tga ... keeping it in the trees directory of course. Even if it doesn't work, no harm can come from having a tga in a directory.
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