Page 5 of 9 FirstFirst 123456789 LastLast
Results 81 to 100 of 180

Thread: MapMod: Trees, Textures, Sea v1.0

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    Socal_infidel's Avatar PDER Piper
    Join Date
    Jan 2007
    Location
    Brooklyn USA
    Posts
    2,563

    Default Re: MapMod: Trees, Textures, Sea v1.0

    Quote Originally Posted by isilendil View Post
    Tnx. Any news about water?
    If you want the changes to the seat to show in a mod folder, you need to convert the .dds files to .tgas. That's what you're trying to do, right? Use the sea files in DLV's mod folder but the :sea changes" () aren't there? If so, convert to .tga and then they'll work. It did for PDER.

  2. #2
    Werebear's Avatar For Mother Russia
    Join Date
    Jan 2007
    Location
    Russia, Moscow
    Posts
    2,519

    Default Re: MapMod: Trees, Textures, Sea v1.0

    Quote Originally Posted by Socal_infidel View Post
    If you want the changes to the seat to show in a mod folder, you need to convert the .dds files to .tgas. That's what you're trying to do, right? Use the sea files in DLV's mod folder but the :sea changes" () aren't there? If so, convert to .tga and then they'll work. It did for PDER.

    It works! Tnx

  3. #3

    Default Re: MapMod: Trees, Textures, Sea v1.0

    Is it possible to make this work with Stainless Steel 5.1 or PDER_1.0a.


  4. #4

    Default Re: MapMod: Trees, Textures, Sea v1.0

    Quote Originally Posted by recordable1233 View Post
    Is it possible to make this work with Stainless Steel 5.1 or PDER_1.0a.
    yes copy files from this mod in your SS\data or DER\data folder
    Under the patronage of Nakharar
    DM Multi modding project

  5. #5

    Default Re: MapMod: Trees, Textures, Sea v1.0

    I love this!

  6. #6
    Ramah's Avatar Libertus
    Join Date
    Mar 2008
    Location
    Sweden
    Posts
    77

    Default Re: MapMod: Trees, Textures, Sea v1.0

    Works fine now.

    I just put:

    Code:
    [io]
    file_first = true
    In my MTW2 preference file and it worked fine. Thanks for all the help! Beautiful mod.

  7. #7
    Gigantus's Avatar I am not special - I am a limited edition.
    Moderator Emeritus Administrator Emeritus

    Join Date
    Aug 2006
    Location
    Goa - India
    Posts
    52,679
    Blog Entries
    35

    Default Re: MapMod: Trees, Textures, Sea v1.0

    In my MTW2 preference file and it worked fine. Thanks for all the help! Beautiful mod.
    One is glad top be of assistance










  8. #8

    Default Re: MapMod: Trees, Textures, Sea v1.0

    Nice job u wanna do this for SS 6.0 ???

    Some kids like to pee there names on the snow in winter... Chuck Norris can pee his name into solid concrete!

    Chuck Norris doesn't have to shape his hair... It stays in shape out of sheer fear.

    A snake once bit Chuck. After five days of extreme pain... The snake died.

  9. #9
    B. Ward's Avatar ★★★★ RockNRolla ★★★★
    Join Date
    Feb 2007
    Location
    East Coast, United States
    Posts
    4,376

    Default Re: MapMod: Trees, Textures, Sea v1.0

    You have to place the files in your data/terrain folder, but for them to work in a mod folder you'll have to change the files from .dds to .tga

  10. #10

    Default Re: MapMod: Trees, Textures, Sea v1.0

    I love this mod - many thanks for a great effort. It's really impressive.

  11. #11

    Default Re: MapMod: Trees, Textures, Sea v1.0

    This mod can go into the mod folder of MTW II or need to be overwriting vanilla staff?

  12. #12
    B. Ward's Avatar ★★★★ RockNRolla ★★★★
    Join Date
    Feb 2007
    Location
    East Coast, United States
    Posts
    4,376

    Default Re: MapMod: Trees, Textures, Sea v1.0

    It can go into mod folders, but the files will need to be changed to .tga files to be read from the mod folder

  13. #13

    Default Re: MapMod: Trees, Textures, Sea v1.0

    Quote Originally Posted by B. Ward View Post
    It can go into mod folders, but the files will need to be changed to .tga files to be read from the mod folder
    the archives are like this: tree_olive.tga.dds

    will it work by only taking out the .dds letters? or do I need a converter?


  14. #14

    Default Re: MapMod: Trees, Textures, Sea v1.0

    thx man

    Some kids like to pee there names on the snow in winter... Chuck Norris can pee his name into solid concrete!

    Chuck Norris doesn't have to shape his hair... It stays in shape out of sheer fear.

    A snake once bit Chuck. After five days of extreme pain... The snake died.

  15. #15
    B. Ward's Avatar ★★★★ RockNRolla ★★★★
    Join Date
    Feb 2007
    Location
    East Coast, United States
    Posts
    4,376

    Default Re: MapMod: Trees, Textures, Sea v1.0

    Not a problem

  16. #16

    Default Re: MapMod: Trees, Textures, Sea v1.0

    Charge
    can i use your mod in Zuma mod 3
    Under the patronage of Nakharar
    DM Multi modding project

  17. #17
    HIC SVNT LEONES's Avatar Senator
    Join Date
    Sep 2006
    Location
    Ȝeānlǣhtan Rīcu American
    Posts
    1,009

    Default Re: MapMod: Trees, Textures, Sea v1.0

    Is this compatible with SS 6.0 ?

  18. #18

    Default Re: MapMod: Trees, Textures, Sea v1.0

    I have gotten it working for SS 6.1 , except the water.
    E8400
    4870
    4GB DDR2
    HAF932
    Windows 7 Ultimate X64

  19. #19

    Default Re: MapMod: Trees, Textures, Sea v1.0

    except the water.
    copy terrerian folder in medieval2\data\
    Under the patronage of Nakharar
    DM Multi modding project

  20. #20

    Default Re: MapMod: Trees, Textures, Sea v1.0

    Thanks mate.
    E8400
    4870
    4GB DDR2
    HAF932
    Windows 7 Ultimate X64

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •