3 Attachment(s)
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:
Attachment 130705
I got the Ini and HDT from another server got this:
Attachment 130706
Am I the only one having this problem? How do I make it look like this?:
Attachment 130707
Re: Adealia Floor texture is working incorrectly
remove this line from Adl.ini:
Code:
#VerTexColorTexture : ".\resmap\field\Adl\Adl_Shadow.BMP"
2 Attachment(s)
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/)
Attachment 130767
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.
Attachment 130768
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
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.
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
Re: Adealia Floor texture is working incorrectly
No
I didn't mean that.
This map is square! I made it - so I know.
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.
1 Attachment(s)
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)
Attachment 130938
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.
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
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.