REDFLAG 4.0 ROUND III STARTS at Saturday the 8th November 2014 17:00 ZULU
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Of course. KoreaObj contains original objectives and 3D models textures. Thus, if you modify those prior to RF install they will be copy-pasted into the Add-On Redflag structure.
But that´s not my responsibility what others “mod” or “don´t mod” !!!, because my work is based on STOCK BMS conditions. I can never know nor control what mods people install on their simulation, therefore it´s their responsibility to check for compatibilities. I am always available for questions (community is + for me).To avoid this in future Redflag 5.0 will have its own KoreaObj textures…in other words you will have to downlaod 1GB EXTRA, just for files you actually already have had on your dirve (HDD).
PS:
- My recommendation - install BMS U7 fresh, set it up and BACKUP the whole thing - just in case.
- In future this problem might be solved otherwise aswell by something Aphex is working on.
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AS even battle for balkans copies the textures from the BMS koreaobj?
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AS even battle for balkans copies the textures from the BMS koreaobj?
I think not. You might ask Danguard for that (creator of BfB FO).
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AS even battle for balkans copies the textures from the BMS koreaobj?
No… Only RedFlag as far as Falcon Online theaters are concerned.
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Ok thank you.
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Ok thank you.
Now here is a perfect example where the TY button could be used to good effect.
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8 hours (on fast internet) to DL the latest (232 MB) RP6 theater??
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8 hours (on fast internet) to DL the latest (232 MB) RP6 theater??
Sorry, but just now less that 2 minutes here. It was done before I could upload the picture to photobucket.
Check your ‘fast’ internet connection. Maybe reload Falcon-Online or restart your browser.
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@A.S:
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- The virtual pathes (road and river definitions) will not match up with the textures making your groundunits move wrong.
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Tom has altered the virtual paths for the KI so they follow the roads-textures. He wrote that in our squadrons forum.
- The virtual pathes (road and river definitions) will not match up with the textures making your groundunits move wrong.
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Tom has altered the virtual paths for the KI so they follow the roads-textures. He wrote that in our squadrons forum.
I haven´t looked into it yet, how well he did that, but good news.
Did he also re-built a korea.thr file from that (goes into campaign folder), so the ground-units actually understand them??My whole point is, that terrain-textures, elevations, pathes, areas etc. ( in Data\Terrdata\korea terrain or textures) need to be made compatible or in sync with the content of the campaign folder (save0.cam, TE_new.cam, korea.thr, Ojbective locations etc.). Just “patching” one part is not so wise imo.