How to's on converting your 4.32Theaters to 4.33
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On the trees there are two sets for each
trees1_summer.dds
trees1_summer_Polak.ddswhich is actually used?
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Hi Tom,
It was a good advice for all Falcon versions I know, at least FF to BMS Falcon. To prevent database pork ups when loading the database of a new theatre/Mission and prevent related crashes as well.
Sorry for off topic.yeah but that is pretty much hearsay…
In code DB data is cleared and reloaded when you switch theaters.So if at some point some clearance/reloading is missing without knowing exactly what is the problem, we cannot fix it!
Cheers
Biker -
On the trees there are two sets for each
trees1_summer.dds
trees1_summer_Polak.dds
which is actually used?Both, however not at the same time. _Polak trees are just named this way, because I created them just for these Korean Tiles. They are for all 4 seasons. Texture trees1_summer.dds is if you remove my texture and it is for 1 season with the season coloring is done by shader. Try to see if there is any difference.
I believe, that any Add-On Theater would have own tree textures in theater folder. Not sure though how it should be named and if same arrangement would apply there. Will try to check …
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Here is something about naming Tilesets and how and where to locate them :
A) TILESETS:
Tile sets will now be selected by NAME. Default value is “POLAK” (for now).
This enables 3rd party tilesets to co-exist on the BMS installation without overwriting each other and without the need for the code to have a fixed set of options upfront.Info for tileset creators: the following files and directories have to be present and will be loaded if a tileset name (example: “AWESOME”) is set:
Data\Terrdata\korea\texture\texture_AWESOME.bin
Data\Terrdata\korea\texture\texture_AWESOME*
Data\Terrdata\korea\terrain\THEATER_AWESOME.L2
Data\Terrdata\korea\terrain\THEATER_AWESOME.O2In addition, the following autogen tree textures can be used (BMS will fallback to default trees1/2_summer.dds if not present):
Data\Terrdata\misctex\trees1_summer_AWESOME.dds
Data\Terrdata\misctex\trees1_winter_AWESOME.dds
Data\Terrdata\misctex\trees1_spring_AWESOME.dds
Data\Terrdata\misctex\trees1_fall_AWESOME.dds
Data\Terrdata\misctex\trees2_summer_AWESOME.dds
Data\Terrdata\misctex\trees2_winter_AWESOME.dds
Data\Terrdata\misctex\trees2_spring_AWESOME.dds
Data\Terrdata\misctex\trees2_fall_AWESOME.ddsB) Add-On Theaters - TILESETS
Theater definition files (TDF) can now override the default tileset to use (from the cfg) by using the parameter “tileset”. The flow is as follows:
- look for a “tileset” entry in the “.tdf” file. If found, use it. If not…
- …look for the tile name config entry in the regular “Falcon BMS.cfg” file. If found, use it. If not…
- …look for a “generic” tileset named “theater” (without any “_<name>” postfix). If found, use it. If not…
- …finally fail.
C) Add-On Theaters - FILE LOCATIONS
Add-On Theaters can specify paths to OVERRIDE the default BMS paths for all kinds of things, e.g.:
Example “Add-On Korea Strong DPRK”:
Where the campaign directory is
campaigndir Add-On Korea Strong DPRK\campaign
where the terrain data is
terraindir Add-On Korea Strong DPRK\Terrdata\korea
which tileset to use - overrides the global setting in the cfg file
tileset POLAK
where art is loaded from
artdir Add-On Korea Strong DPRK
movies
moviedir Add-On Korea Strong DPRK
uisounds
uisounddir Add-On Korea Strong DPRK\sounds\ui
default objects
objectdir Add-On Korea Strong DPRK\Terrdata\objects
misc textures
misctexdir Add-On Korea Strong DPRK\Terrdata\misctex
3d object files
3ddatadir Add-On Korea Strong DPRK\Terrdata\objects
sounds dir
sounddir Add-On Korea Strong DPRK\sounds
simdata dir
simdatadir Add-On Korea Strong DPRK\Sim
D) HIRES TEXTURES:
In addition to all these location above, setting the “HiRes” option will look for a <name>_HiRes folder at any given location used above 1st, and if there is a file load it. If not, it will fallback to the folder <name>.</name></name></name>
Hope this is clear and it helps.
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Saw that whilst ReadingTheFriendlyManual……LOL!!!
Nice positive direction for the BMS boyz’:rtfm:
demer -
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well I tried the trees
changing the files and putting them inside: C:\Falcon BMS 4.33\Data\Terrdata\misctex_HiRes
for summer all 4 files but couldn’t spot any difference.
trees1_summer.dds
trees1_summer_Polak.dds
trees2_summer.dds
trees2_summer_Polak.ddsWhen I puted them inside C:\Falcon BMS 4.33\Data\Terrdata\misctex
it worked. an I have checked the High Resolution Textures inside Configurator.Ok got it… the trees must be in C:\Falcon BMS 4.33\Data\Terrdata\misctex and not in C:\Falcon BMS 4.33\Data\Terrdata\misctex_HiRes
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???
Hi Steph,
HEY Wait a Falcon minute here, I am supposed to be asking the questions M8
You are suppose to supply the solution……LOL!!!
It seems that now in 433 we lose some things if we do not restart. I should’ve taken screens…my bad. I still have much work to do in GUAM and will get us some Pix and Monologs to see if you can home in on it.
One issue encountered was I lost some modelling detail …no big deal, other than it was the Landing gear…LOL!!!
You and I both know it was there, just not being drawn without a restart???
The CTD occurred after I changed the PT\PHD data. I went from Korea Strong to Guam without exiting.I know that you and I and Fred believed that the restart was a myth, because we have all looked hard at the Theater switching code and never saw anything that would require a restart. I also know that Saint did some work back then to try and make it seamless.
DUNNO, what is going on ATM…but I will try to get you some data.
Regards
Dave -
Ok got it… the trees must be in C:\Falcon BMS 4.33\Data\Terrdata\misctex and not in C:\Falcon BMS 4.33\Data\Terrdata\misctex_HiRes
Actually misctex_HiRes folder IS for the tree textures with higher than default resolution (say ….2048^). If the option in Configuration for Hirez is “on” the texture from from that folder will be read instead. However, making good dds textures with higher resolution involving quite a “dance” when you try to save mipmaps looking good and without artifacts. However, anyone can try and see if perhaps there is a way.
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hhmmm strange…
The polak named files look like it’s a birds eye view like they work in conjuction the
trees1_summer.dds
trees1_summer_Polak.ddsfor quick test I created a new set where all 4 where the same and a resolution of 2048 instead of 512. But it looked like the stock trees.
will test again… just in case.
Edit: I switched the files… stock ones in C:\Falcon BMS 4.33\Data\Terrdata\misctex
new ones in C:\Falcon BMS 4.33\Data\Terrdata\misctex_HiRes
same names in both folders
in the hires they where with different trees and 2048 resolution. I still see the stock ones. -
hhmmm strange…
Arty,
What is your question? (if any) -
1. looks like falcon ignores trees texture if I put them in C:\Falcon BMS 4.33\Data\Terrdata\misctex_HiRes
2. The trees2_xxxx.dds are a top view of the trees1_xxx.dds? -
1.No
2. Yes -
1.No
2. Yes1. For me it ignores the folder totally, for the trees.
The only way to see the high res was to name them
trees1_summer_Polak.dds
trees2_summer_Polak.dds
Inside C:\Falcon BMS 4.33\Data\Terrdata\misctex
http://postimg.org/image/e1plyp097/
http://postimg.org/image/4v7bbev0r/
And those are 4096^2 res. The code kinda reduces them more…Same naming on folder C:\Falcon BMS 4.33\Data\Terrdata\misctex_HiRes doesn’t work.
To sum it up I have ticked the High Res Textures in Configuration and I’m on BMS 4.33 64bit.
Thanx for verifying no2.
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1. For me it ignores the folder totally, for the trees.
Did you remember to enable Hires in Configuration?
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Did you remember to enable Hires in Configuration?
yes I edited my previous post. Probably it’s a code thing.