Haferja Posted March 25, 2015 Author Share Posted March 25, 2015 *dont replace the original files! there are no files on these directories, got to your my documents folder as i typed earlierok i'm trying too , as Gibsonm said : (say US = Blue, AU = Green and Blue and Green are allies) try to make a new mission with mission editor and put a leo 2a5 in there and choose Blue team , after you have copied the 2 files into : autumn/us,desert/us,winter/us,woodland/us i'm doing it now ... okay. But it should be that any of the existing missions (including tutorials) would use the modded files, too? Am i right? 0 Quote Link to comment Share on other sites More sharing options...
sot Posted March 25, 2015 Share Posted March 25, 2015 yes i think so for all blue team vehicles if you copied the files on every /us directory , if you want on Green and Blue teams you must put the files on AU sub directories of epochs too,and for red on the other dirs if it works that way 0 Quote Link to comment Share on other sites More sharing options...
Haferja Posted March 25, 2015 Author Share Posted March 25, 2015 *dont replace the original files! there are no files on these directories, go to your my documents folder as i typed earlier : c:\Users\Administrator\Documents\eSim Games\Steel Beasts\mods\textures\, as Gibsonm said : (say US = Blue, AU = Green and Blue and Green are allies) try to make a new mission with mission editor and put a leo 2a5 in there and choose Blue team , after you have copied the 2 files into : autumn/us/,desert/us/,winter/us/,woodland/us/ it works Shit. It worked :-) so now i have to try to get the existing scenarios/missions to work with those files... 0 Quote Link to comment Share on other sites More sharing options...
Haferja Posted March 25, 2015 Author Share Posted March 25, 2015 .. the files on every /us directoryThat was the trick. Thanks a lot sot! :-) 0 Quote Link to comment Share on other sites More sharing options...
sot Posted March 25, 2015 Share Posted March 25, 2015 thanks Gibsonm who provided the info cause i will be still searching too... 0 Quote Link to comment Share on other sites More sharing options...
Gibsonm Posted March 25, 2015 Share Posted March 25, 2015 So basically: 1. Put the files in the relevant country mod folder (two letter code) within the "climate" folder. 2. In the Mission Editor select that country (same two letter code) for the camo pattern. 0 Quote Link to comment Share on other sites More sharing options...
gunnyhighway Posted March 25, 2015 Share Posted March 25, 2015 hi thanks for this conversion and the original maker of this mod , i hope we see more hires interiors cause some are very low res like the drivers position, i believe you put the files into your windows users/yourusername/ dir like (i have win7) : c:\Users\Administrator\Documents\eSim Games\Steel Beasts\mods\textures\woodland\woodland\DE? or GE? 0 Quote Link to comment Share on other sites More sharing options...
Gibsonm Posted March 26, 2015 Share Posted March 26, 2015 woodland\DE? or GE? If you look here you'll find the relevant 2 digit code. http://en.wikipedia.org/wiki/ISO_3166-1_alpha-2 DE = Germany. GE = Georgia (not the Gone with the Wind town, but the country). If you want the tanks to be German, make the camo for Blue DE and put the mod in the DE folder. If you want the Leos to be Georgian (due to some back story about an export deal or something) then make the camo for Blue GE and put the mod in the GE folder. If you want German Leos and Georgian Leos on the map at the same time but looking different: 1. Make Blue and say Green allied 2. If you want the BLUE tanks to be German, make the camo for Blue DE and put the mod in the DE folder. 3. If you want the GREEN tanks to be Georgian, make the camo for Green GE and put the relevant mod in the GE folder. 0 Quote Link to comment Share on other sites More sharing options...
Renders Posted March 26, 2015 Share Posted March 26, 2015 i've got major alpha problems with that... they must be rerendered with correct alpha channel settings. the working one can be downloaded form the dogs of war teamspeak channel file browser their name will be leo2a5_HI1 leo2a5_HI2 alpha channel is how transparences are dealt with picture images 0 Quote Link to comment Share on other sites More sharing options...
Renders Posted March 26, 2015 Share Posted March 26, 2015 after reconversion 0 Quote Link to comment Share on other sites More sharing options...
Lt DeFault Posted March 26, 2015 Share Posted March 26, 2015 i've got major alpha problems with that... they must be rerendered with correct alpha channel settings.That's strange. I saved the files as "DXT3" (explicit alpha). The originals were bitmaps with alpha channels, however there was no information in the alpha. So, I guess it was discarded. (?)Even stranger is, I do not have the same problem using the textures I uploaded. I wonder what could be causing that on your end, but not mine. 0 Quote Link to comment Share on other sites More sharing options...
Renders Posted March 26, 2015 Share Posted March 26, 2015 hi LtDefault... it's not just my problem, three of us seen this yesterday, since we reconverted them. maybe compression could have done something.anyway, have you tried to backup your copy, re download the one from this thread and see if you find the issue also? very good mod, anyway. i wish those could be found for 2E and DK versions also. 0 Quote Link to comment Share on other sites More sharing options...
dejawolf Posted March 26, 2015 Share Posted March 26, 2015 putting them in the woodland folder should do the trick, no need to put them in all the other folders, since when textures are missing from those, SB will read from the default woodland one. also don't use DXT3, use DXT1 with no alphas. 0 Quote Link to comment Share on other sites More sharing options...
Lt DeFault Posted March 26, 2015 Share Posted March 26, 2015 also don't use DXT3, use DXT1 with no alphas.Thanks! 0 Quote Link to comment Share on other sites More sharing options...
Splash Posted March 26, 2015 Share Posted March 26, 2015 putting them in the woodland folder should do the trick, no need to put them in all the other folders, since when textures are missing from those, SB will read from the default woodland one. I think it should be clarified here that while the above is true of the main root game folders (which Ssnake will admonish you to leave the hell alone) ... it is NOT true of the mod folders.I wish it was. It would make using mods common to multiple nationalities sooo much easier (and take up less drive space if that's an issue).But as the mod folders work now, and have since introduced, you must place a copy of your .dds in each and every nationality subfolder where you want it to appear. Files placed outside those mod subfolders but in, for example, the mod woodland folder, will not be seen in-game.I just tried it again with these supercool hi-rez interior files to make sure. 0 Quote Link to comment Share on other sites More sharing options...
Tacbat Posted March 26, 2015 Share Posted March 26, 2015 Could be a bug then... 0 Quote Link to comment Share on other sites More sharing options...
Members Ssnake Posted March 28, 2015 Members Share Posted March 28, 2015 Definitely sounds like one from what I remember. 0 Quote Link to comment Share on other sites More sharing options...
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