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ok ive done a few retextured maps in winter, tank,stronghold, roadblock, and for some reason they are showing up on all the same maps,

my maps are called

winter stronghold trrv1.0 same goes for the other maps mentioned above.

now when i play the stock stronghold map while the mod is activated. it shows the snow textures. i cant figure this out at all.

my thought might be i need to change the env. file on my maps to match the map name. maybe that would get rid of the problem and the winter maps would read the winter textures and the stock maps would read the stock green env. textures.

any help is great!

thanks all

bludawg

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Youll have to rename the map and rename all of the textures you have changed, then use Mike Schells skinner v1.1 to assign the newly named textures to the map. You will of course need the corresponding .env file to go with your map as well.

This gives your retextured map its own set of textures and environment. The textures used in a map are assigned to and part of the map file itself by name, so the original maps are using the textures of the same name that have highest priority in your mods setup. You have to rename and reassign textures to make it work the way you want. Thanks again to Mike Schell for his wonderful contributions. :thumbsup:

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GRRRRRRRRRRRRR ok i did all that sleeper with the skinner and all. lol now

when i go into game i have no snow textures on my map its snowing but i lost everything. but when i open the env. file it still says its reading the stock env, i think this is my problem. i changed every name in the maps folder. even the env,sht, and map file. when i run the skinner when it is time to save it do i save it in the model folder or somewhere else?.

by the way do you use ventrilo? or msn

i would love to get walked through this once then ill be on my way lol, alot easier that way.

thanks again.

blu

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an alternate method which guarantees that there will not be name collisions is to use a binary editor and change the .map data itself.

there are many cmd line and hex-editor programs out there but if you want to be safe, use breplace.exe (included in hx5 mod modder's toolkit)

make a copy of the whole map folder.

copy the breplace.exe there (or put in windows/command or equi. path)

rename the .env and the map it references.

rename your map to this reference.

e.g. c01_plantation.map --> CBA01_plantation.map

go to this folder with a MS-DOS command prompt.

now, if all the textures start with c01_

type:

breplace CBA01_plantation.map c01 CBA

now rename your textures with the rename command (so they match the binary data you just changed in the .map):

type:

rename c01*.* CBA*.*

if you want to change the darkmaps (actually this is all you need to do to make night/day versions of most maps), repeat the above procedure with this :

type:

breplace CBA01_plantation.map darkmap CBAkmap

rename darkmap*.* CBAkmap*.*

make sure what you are replacing is equal to or less than the length it is replaced with and you can change the data safely in any binary file (in any game ...!) with this utility. lots of possibilities with actors, maps, and vehicles with this tool.

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Yes, but this works from a command line and allows you to replace multiple textures globally, with a single mask. Its also compiled in 32-bit assembly so it doesnt suffer from any delays when saving files.

It does require that you know the name of the texture(s) you are replacing, but is more efficient for bulk processing.

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The stock .env file reads the stock map. Create a new .env and you should have your problem fixed. Just make sure you have the map you want selected in the env editor. If you want the same .env just load the env and change the map then save it as winter.env or something.

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