Adealia Floor texture is working incorrectly

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  1. #1
    Account Upgraded | Title Enabled! darielgames312 is offline
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    Oct 2012 Join Date
    247Posts

    Adealia Floor texture is working incorrectly

    So with the fix for adealia here: http://forum.ragezone.com/f593/odin-file-fixes-912308/
    My map looks like this:

    screenshot007.jpg

    I got the Ini and HDT from another server got this:

    screenshot006.jpg

    Am I the only one having this problem? How do I make it look like this?:

    screenshot005.jpg


  2. #2
    Valued Member Riko is offline
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    Sep 2009 Join Date
    105Posts

    Re: Adealia Floor texture is working incorrectly

    remove this line from Adl.ini:

    Code:
    #VerTexColorTexture	:	".\resmap\field\Adl\Adl_Shadow.BMP"

  3. #3
    Account Upgraded | Title Enabled! darielgames312 is offline
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    Oct 2012 Join Date
    247Posts

    Re: Adealia Floor texture is working incorrectly

    It removed the line thank you so much, but still 2 things wrong with the map that I don't know how to fix.

    There are random purple spots, and displaced buildings. (I'm using the Adl_town nif from the post http://forum.ragezone.com/f593/odin-file-fixes-912308/)

    screenshot008.jpg

    And for some reason it's like another texture making a circle around the center pathway. I found the texture it was called ground_6. If I were to delete the texture I get pink anywhere the texture was. I checked my ini for the texture, and it was not there.

    screenshot009.jpg

    My ini:
    Code:
    #PGFILE : HeightMap
    #FILE_VER	:	0.01
    
    #HeightFileName		:	".\resmap\field\Adl\Adl.HTD"		// ÇÏÀÌÆ®¸Ê ÆÄÀÏ
    
    #HEIGHTMAP_WIDTH	:	476			// ÇÏÀÌÆ®¸Ê °¡·Î Á¡ °¹¼ö
    #HEIGHTMAP_HEIGHT	:	476			// ÇÏÀÌÆ® ¸Ê ¼¼·Î Á¡ °¹¼ö
    
    #OneBlockWidth		:	50.0f			// Á¡»çÀÌÀÇ °Å¸®
    #OneBlockHeight		:	50.0f
    
    #QuadsWide		:	25
    #QuadsHigh		:	25
    
    
    #Layer
    {
    	#Name			:1
    	#DiffuseFileName	:".\resmap\fieldTexture\Urg_G1.dds"	
    	#BlendFileName		:".\resmap\fieldtexture\L1_a.bmp"
    	#StartPos_X		:0.0f
    	#StartPos_Y		:0.0f
    	#Width			:476.0f
    	#Height			:476.0f
    	#UVScaleDiffuse		:2f
    	#UVScaleBlend		:1.0f
    }
    #Layer
    {
    	#Name			:2
    	#DiffuseFileName	:".\resmap\fieldTexture\Urg_stone_F2-fire.dds"	
    	#BlendFileName		:".\resmap\field\Adl\adl_town_cliff.bmp"
    	#StartPos_X		:0.0f
    	#StartPos_Y		:0.0f
    	#Width			:476.0f
    	#Height			:476.0f
    	#UVScaleDiffuse		:8f
    	#UVScaleBlend		:1.0f
    }
    #Layer
    {
    	#Name			:3
    	#DiffuseFileName	:".\resmap\fieldTexture\E1_D.dds"	
    	#BlendFileName		:".\resmap\field\Adl\adl_town_ground.bmp"
    	#StartPos_X		:0.0f
    	#StartPos_Y		:0.0f
    	#Width			:476.0f
    	#Height			:476.0f
    	#UVScaleDiffuse		:4f
    	#UVScaleBlend		:1.0f
    }
    #Layer
    {
    	#Name			:4
    	#DiffuseFileName	:".\resmap\fieldTexture\Urg_stone_F2.dds"	
    	#BlendFileName		:".\resmap\field\Adl\adl_town_ground_blend.bmp"
    	#StartPos_X		:0.0f
    	#StartPos_Y		:0.0f
    	#Width			:476.0f
    	#Height			:476.0f
    	#UVScaleDiffuse		:6f
    	#UVScaleBlend		:1.0f
    }
    #Layer
    {
    	#Name			:5
    	#DiffuseFileName	:".\resmap\fieldTexture\Urg_G1.dds"
    	#BlendFileName		:".\resmap\field\Adl\adl_town_ground_a.bmp"
    	#StartPos_X		:0.0f
    	#StartPos_Y		:0.0f
    	#Width			:476.0f
    	#Height			:476.0f
    	#UVScaleDiffuse		:4f
    	#UVScaleBlend		:1.0f
    }
    #Layer
    {
    	#Name			:6
    	#DiffuseFileName	:".\resmap\fieldTexture\ROAD.dds"
    	#BlendFileName		:".\resmap\field\Adl\adl_town_road.bmp"
    	#StartPos_X		:0.0f
    	#StartPos_Y		:0.0f
    	#Width			:476.0f
    	#Height			:476.0f
    	#UVScaleDiffuse		:4f
    	#UVScaleBlend		:1.0f
    }
    #Layer
    {
    	#Name			:7
    	#DiffuseFileName	:".\resmap\fieldTexture\L9_D.dds"	
    	#BlendFileName		:".\resmap\field\Adl\adl_town_water.bmp"
    	#StartPos_X		:0.0f
    	#StartPos_Y		:0.0f
    	#Width			:476.0f
    	#Height			:476.0f
    	#UVScaleDiffuse		:4f
    	#UVScaleBlend		:1.0f
    }
    #Layer
    {
    	#Name			:8
    	#DiffuseFileName	:".\resmap\fieldTexture\adl_road.dds"	
    	#BlendFileName		:".\resmap\field\Adl\adl_town_adl_road.bmp"
    	#StartPos_X		:0.0f
    	#StartPos_Y		:0.0f
    	#Width			:476.0f
    	#Height			:476.0f
    	#UVScaleDiffuse		:3f
    	#UVScaleBlend		:1.0f
    }
    #Layer
    {
    	#Name			:9
    	#DiffuseFileName	:".\resmap\fieldTexture\urg-ground.dds"	
    	#BlendFileName		:".\resmap\field\Adl\adl_town_ground_c.bmp"
    	#StartPos_X		:0.0f
    	#StartPos_Y		:0.0f
    	#Width			:476.0f
    	#Height			:476.0f
    	#UVScaleDiffuse		:3f
    	#UVScaleBlend		:1.0f
    }
    #Layer
    {
    	#Name			:10 field
    	#DiffuseFileName	:".\resmap\fieldTexture\Elfwood_G7.dds"	
    	#BlendFileName		:".\resmap\fieldtexture\L1_a.bmp"
    	#StartPos_X		:476.0f
    	#StartPos_Y		:0.0f
    	#Width			:476.0f
    	#Height			:476.0f
    	#UVScaleDiffuse		:4f
    	#UVScaleBlend		:1.0f
    }
    #Layer
    {
    	#Name			:11 field
    	#DiffuseFileName	:".\resmap\fieldTexture\urg-ground.dds"	
    	#BlendFileName		:".\resmap\field\Adl\adl_mountain_blend.bmp"
    	#StartPos_X		:476.0f
    	#StartPos_Y		:0.0f
    	#Width			:476.0f
    	#Height			:476.0f
    	#UVScaleDiffuse		:4f
    	#UVScaleBlend		:1.0f
    }
    #Layer
    {
    	#Name			:12 field
    	#DiffuseFileName	:".\resmap\fieldTexture\olber_ground_g.dds"	
    	#BlendFileName		:".\resmap\field\Adl\adl_plain_blend.bmp"
    	#StartPos_X		:476.0f
    	#StartPos_Y		:0.0f
    	#Width			:476.0f
    	#Height			:476.0f
    	#UVScaleDiffuse		:4f
    	#UVScaleBlend		:1.0f
    }
    #Layer
    {
    	#Name			:13 field
    	#DiffuseFileName	:".\resmap\fieldTexture\L5_D.dds"	
    	#BlendFileName		:".\resmap\field\Adl\adl_mountain.bmp"
    	#StartPos_X		:476.0f
    	#StartPos_Y		:0.0f
    	#Width			:476.0f
    	#Height			:476.0f
    	#UVScaleDiffuse		:8f
    	#UVScaleBlend		:1.0f
    }
    #Layer
    {
    	#Name			:14 ruin
    	#DiffuseFileName	:".\resmap\fieldTexture\pr_forest.dds"	
    	#BlendFileName		:".\resmap\field\Adl\adl_ruin_mountain.bmp"
    	#StartPos_X		:476.0f
    	#StartPos_Y		:0.0f
    	#Width			:476.0f
    	#Height			:476.0f
    	#UVScaleDiffuse		:8f
    	#UVScaleBlend		:1.0f
    }
    #Layer
    {
    	#Name			:15 plain
    	#DiffuseFileName	:".\resmap\fieldTexture\ox11.DDS"	
    	#BlendFileName		:".\resmap\field\Adl\adl_plain_mountain.bmp"
    	#StartPos_X		:476.0f
    	#StartPos_Y		:0.0f
    	#Width			:476.0f
    	#Height			:476.0f
    	#UVScaleDiffuse		:8f
    	#UVScaleBlend		:1.0f
    }
    #Layer
    {
    	#Name			:16 plain
    	#DiffuseFileName	:".\resmap\fieldTexture\olber_ground_H.DDS"	
    	#BlendFileName		:".\resmap\field\Adl\adl_plain_ground.bmp"
    	#StartPos_X		:476.0f
    	#StartPos_Y		:0.0f
    	#Width			:476.0f
    	#Height			:476.0f
    	#UVScaleDiffuse		:4f
    	#UVScaleBlend		:1.0f
    }
    #Layer
    {
    	#Name			:17 plain
    	#DiffuseFileName	:".\resmap\fieldTexture\olber_ground_I.dds"	
    	#BlendFileName		:".\resmap\field\Adl\adl_plain_top.bmp"
    	#StartPos_X		:476.0f
    	#StartPos_Y		:0.0f
    	#Width			:476.0f
    	#Height			:476.0f
    	#UVScaleDiffuse		:4f
    	#UVScaleBlend		:1.0f
    }
    #Layer
    {
    	#Name			:18 plain
    	#DiffuseFileName	:".\resmap\fieldTexture\Urg_clay_F2.dds"	
    	#BlendFileName		:".\resmap\field\Adl\adl_plain_hill.bmp"
    	#StartPos_X		:476.0f
    	#StartPos_Y		:0.0f
    	#Width			:476.0f
    	#Height			:476.0f
    	#UVScaleDiffuse		:4f
    	#UVScaleBlend		:1.0f
    }
    #Layer
    {
    	#Name			:19 landingpoint
    	#DiffuseFileName	:".\resmap\fieldTexture\sue073.dds"	
    	#BlendFileName		:".\resmap\field\Adl\adl_landing_point.bmp"
    	#StartPos_X		:476.0f
    	#StartPos_Y		:0.0f
    	#Width			:476.0f
    	#Height			:476.0f
    	#UVScaleDiffuse		:4f
    	#UVScaleBlend		:1.0f
    }
    
    #Layer
    {
    	#Name			:20 landingpoint
    	#DiffuseFileName	:".\resmap\fieldTexture\swa_ground_B.dds"	
    	#BlendFileName		:".\resmap\field\Adl\adl_landing_point_ground.bmp"
    	#StartPos_X		:476.0f
    	#StartPos_Y		:0.0f
    	#Width			:476.0f
    	#Height			:476.0f
    	#UVScaleDiffuse		:6f
    	#UVScaleBlend		:1.0f
    }
    #Layer
    {
    	#Name			:21 landingpoint
    	#DiffuseFileName	:".\resmap\fieldTexture\swa_ground_D.dds"	
    	#BlendFileName		:".\resmap\field\Adl\adl_landing_point_d.bmp"
    	#StartPos_X		:476.0f
    	#StartPos_Y		:0.0f
    	#Width			:476.0f
    	#Height			:476.0f
    	#UVScaleDiffuse		:4f
    	#UVScaleBlend		:1.0f
    }
    #Layer
    {
    	#Name			:22 landingpoint
    	#DiffuseFileName	:".\resmap\fieldTexture\swa_ground_A.dds"	
    	#BlendFileName		:".\resmap\field\Adl\adl_landing_point_b.bmp"
    	#StartPos_X		:476.0f
    	#StartPos_Y		:0.0f
    	#Width			:476.0f
    	#Height			:476.0f
    	#UVScaleDiffuse		:4f
    	#UVScaleBlend		:1.0f
    }
    #Layer
    {
    	#Name			:23 landingpoint
    	#DiffuseFileName	:".\resmap\fieldTexture\L9_D.DDS"	
    	#BlendFileName		:".\resmap\field\Adl\adl_landing_point_a.bmp"
    	#StartPos_X		:476.0f
    	#StartPos_Y		:0.0f
    	#Width			:476.0f
    	#Height			:476.0f
    	#UVScaleDiffuse		:4f
    	#UVScaleBlend		:1.0f
    }
    #Layer
    {
    	#Name			:24 landingpoint
    	#DiffuseFileName	:".\resmap\fieldTexture\road.DDS"	
    	#BlendFileName		:".\resmap\field\Adl\adl_landing_point_c.bmp"
    	#StartPos_X		:476.0f
    	#StartPos_Y		:0.0f
    	#Width			:476.0f
    	#Height			:476.0f
    	#UVScaleDiffuse		:2f
    	#UVScaleBlend		:1.0f
    }
    #Layer
    {
    	#Name			:25 landingpoint
    	#DiffuseFileName	:".\resmap\fieldTexture\Urg_stone_F2.dds"	
    	#BlendFileName		:".\resmap\field\Adl\adl_landing_point_mountain_blend.bmp"
    	#StartPos_X		:476.0f
    	#StartPos_Y		:0.0f
    	#Width			:476.0f
    	#Height			:476.0f
    	#UVScaleDiffuse		:4f
    	#UVScaleBlend		:1.0f
    }
    #Layer
    {
    	#Name			:26 remains
    	#DiffuseFileName	:".\resmap\fieldTexture\UrgFire-lava.dds"	
    	#BlendFileName		:".\resmap\field\Adl\adl_remains_mountain.bmp"
    	#StartPos_X		:476.0f
    	#StartPos_Y		:0.0f
    	#Width			:476.0f
    	#Height			:476.0f
    	#UVScaleDiffuse		:6f
    	#UVScaleBlend		:1.0f
    }
    #Layer
    {
    	#Name			:27 remains
    	#DiffuseFileName	:".\resmap\fieldTexture\Urg_stone_F2-fire.dds"	
    	#BlendFileName		:".\resmap\field\Adl\adl_remains_ground.bmp"
    	#StartPos_X		:476.0f
    	#StartPos_Y		:0.0f
    	#Width			:476.0f
    	#Height			:476.0f
    	#UVScaleDiffuse		:6f
    	#UVScaleBlend		:1.0f
    }
    #Layer
    {
    	#Name			:28 remains
    	#DiffuseFileName	:".\resmap\fieldTexture\adl_remains_altar_ground.dds"	
    	#BlendFileName		:".\resmap\field\Adl\adl_remains_altar.bmp"
    	#StartPos_X		:476.0f
    	#StartPos_Y		:0.0f
    	#Width			:476.0f
    	#Height			:476.0f
    	#UVScaleDiffuse		:6f
    	#UVScaleBlend		:1.0f
    }
    #Layer
    {
    	#Name			:29 field
    	#DiffuseFileName	:".\resmap\fieldTexture\EP_01.dds"	
    	#BlendFileName		:".\resmap\field\Adl\adl_road.bmp"
    	#StartPos_X		:476.0f
    	#StartPos_Y		:0.0f
    	#Width			:476.0f
    	#Height			:476.0f
    	#UVScaleDiffuse		:8f
    	#UVScaleBlend		:1.0f
    }
    #Layer
    {
    	#Name			:30 tree_under
    	#DiffuseFileName	:".\resmap\fieldTexture\Adl_ground_a.DDS"	
    	#BlendFileName		:".\resmap\field\Adl\adl_tree_under.bmp"
    	#StartPos_X		:476.0f
    	#StartPos_Y		:0.0f
    	#Width			:476.0f
    	#Height			:476.0f
    	#UVScaleDiffuse		:4f
    	#UVScaleBlend		:1.0f
    }
    #END_FILE

  4. #4
    -.- NextIdea is offline
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    343Posts

    Re: Adealia Floor texture is working incorrectly

    Restore the line Riko asked you to remove and just fix the bmp file.
    Hint: This map isn't rectangular, its square.

  5. #5
    əʇılə ɯɐ ı fiestanerd69 is offline
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    Jun 2009 Join Date
    958Posts

    Re: Adealia Floor texture is working incorrectly

    What NextIdea is saying is that the map is still rectangular so everything has been stretched or it seems like it. Reduce the size and make it into a square and it should work fine. You can just use the files from the other server if they don't mind. You can share them here as well. :D

  6. #6
    -.- NextIdea is offline
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    Nov 2012 Join Date
    343Posts

    Re: Adealia Floor texture is working incorrectly

    No
    I didn't mean that.
    This map is square! I made it - so I know.

  7. #7
    əʇılə ɯɐ ı fiestanerd69 is offline
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    Re: Adealia Floor texture is working incorrectly

    Okay he didn't mean that. I was wrong in assuming so. :( He did make it so yeah.

  8. #8
    Account Upgraded | Title Enabled! darielgames312 is offline
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    Re: Adealia Floor texture is working incorrectly

    Thanks, but how do I get rid of ground_6 without getting pink everywhere? And just random pink spots (having nothing to do with ground_6)

    screenshot010.jpg
    Last edited by darielgames312; 26-05-13 at 03:10 AM.

  9. #9
    əʇılə ɯɐ ı fiestanerd69 is offline
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    Re: Adealia Floor texture is working incorrectly

    Re-add the ground_6 texture you were talking about and replace your adl_shadow.bmp with this file: http://puu.sh/31dWT.bmp

    And then tell me if it works. Also I am not sure how to make the ground smooth. NextIdea would probably know so he's your man. After getting the ground smooth Adealia should be almost 100% except for the fact that the flight system doesn't work.

    EDIT: Yeah that file should work. You will no longer see the dark lines on the floor. Also the pink circles near the npc's are meant to be there.
    Last edited by fiestanerd69; 26-05-13 at 03:55 AM.

  10. #10
    Account Upgraded | Title Enabled! darielgames312 is offline
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    247Posts

    Re: Adealia Floor texture is working incorrectly

    Thanks. It looks to be that the pink spots are a stone texture that arent shown, I'll be working on a fix. I also have no clue how to get it smoothed, that is the next thing I need to fix in Adealia. I don't worry so much about flight cause I don't think it's possible in these files. Please help me get rid of the pink ring read that is supposed to read ground_6.dds. In the server that I got the files from it was litterally the whole ground by itself. That was the floor, so if you somehow looked under my map you would see the full ground of the other texture.

    Edit: I fixed the pink spots heres how to fix it.

    Put this file into resmap\fieldTexture

    http://www.mediafire.com/?fh14hkk0zfp8pcl
    Last edited by darielgames312; 26-05-13 at 06:06 AM.

  11. #11
    əʇılə ɯɐ ı fiestanerd69 is offline
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    Jun 2009 Join Date
    958Posts

    Re: Adealia Floor texture is working incorrectly

    Oh nice. I thought the pink spot on the floor was meant to be like that, never noticed it, good job. Now it's just a matter of getting the floor smooth.

    EDIT: I am not sure about this ground_6 thing because I don't have such a file. What I suggest you do is replace your adealia file with this: http://puu.sh/32aow

    Make a backup of your old one just incase you might need it again.

    It's my own that I am currently using.
    Last edited by fiestanerd69; 27-05-13 at 12:06 PM.



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