Antietam Terrain Mod

This is where our experts try to teach you the very flexible modding system for our previous release - SOW Gettysburg and its add-ons. It's powerful, but dangerous. Post your tips and your questions.
Davinci
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Re: Antietam Terrain Mod

Post by Davinci »

The tree are always erratic each time you load the same scenario, so you never know what you will get.
True, there seems to be a 2 pixel wide area that a tree might appear when it shouldn't.
I'll try the 'mapname.bmp' approach that you mention Davinci and see what happens!
You are way better using Photoshop than I am, but basically use Photoshop to create a 2 pixel buffer or shoulder on the outside roads. This will Stop 99% of the trees from entering that zone.
They use different files, which is why I'm getting problems now of course, after originally deciding to work with the Chancellorsville DDS terrain sheets and the latest Terrain_Effects.dds sheet.

Another real annoyance is that the Chickamauga and Chancellorsville DDS graphics override this mod, no matter that they are below in the priority list.
I can't figure out any reason for this to happen, but it does.
Yes, You mentioned this earlier but I forgot to respond to it.
It is Possible that the Game is "Coded" to only use "One" of those files at a time.

You can use all three, but you should change the names of two of them.

To put that another way, only use "One" "Terrain_Effects" sheet.

The other ones could be "Terrain_Effects2" and "Terrain_Effects3".

That will require that you change the names of all of the entries in both of them.

But, I'm just guessing at that, Not Sure!

davinci
The only true logic is that, there is no true logic!
Jolly
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Joined: Thu Mar 26, 2009 11:26 am

Re: Antietam Terrain Mod

Post by Jolly »

It looks nice, things will be fixed, it'll get there!

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Jolly
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Re: Antietam Terrain Mod

Post by Jolly »

You beat my post Davinci - more great insights from you!
Jolly
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Re: Antietam Terrain Mod

Post by Jolly »

Yep, another pretty picture! ;)
Some interesting results with the RGB's inside the LSL file.
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Getting some nice blendings for the fields and the road edges.

Here's the original map for some comparison ...
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David(jolly)
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Jolly
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Re: Antietam Terrain Mod

Post by Jolly »

Artillery and flags looking good!

Set well in the environment.

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Bloody Bill
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Re: Antietam Terrain Mod

Post by Bloody Bill »

Looks wonderful! I hope it comes out soon.
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