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Re: Bridge Mod
DRG that is good information. I did understand this already but it is good to point this out to people here who might not be aware of it.
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Re: Bridge Mod
I used Unshp/Makshp/Hdshp early in game development but haven't found a need to run them in about 8 years
Don |
Re: Bridge Mod
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Also important to note that when you make the SHP files using SP1 or SP2 remove the CD from the drive or else the game will access the TER files from the CD and not create new ones. Only keep the CD in the drive to start the game but after that eject it. You should have the game installed using the maximum install option. In the game go to the map editor and select the graphic that uses the TER file you need. For example TER29Z0-3 will be created when you place the single hex houses on map and then zoom out to all the zoom levels. You will see dots "..." appear in the message box to indicate that the game is generating new TER files. It is important that you zoom around all the levels. |
Re: Bridge Mod
Another thing to note is that SP1/SP2 TER files only go up to TER34. However WinSPWW2/SPMBT have more TER files. So how do you create zoom levels for TER70z4? Well You simply rename it to TER00Z4 and then use SP1 or SP2 to do the other zoom levels and finaly rename the TER00Z files back to TER70.
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Re: Bridge Mod
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Tested…works great! Brilliant work Rosollia. It’s amazing what a bit of cooperation can accomplish. :) The roads without yellow lines do look better in WW2. In zoom <3 the diagonal multiple span bridges are slightly offset, but that’s exactly how it is with the originals. Perhaps I’ll fiddle with them some time. I’ll edit my OP and attach the mod there later today. Cross |
Re: Bridge Mod
Don,
When making this mod I noticed that if you destroy the wooden vertical bridge icons: Icons 43 and 44 The game doesn’t show the KO’d bridge icons (51 and 52) but continues to show the bridges intact. When you mouse hover over the ‘KO’d’ bridges it does show the underlying terrain, so they are destroyed but don’t use the destroyed bridge icons. This isn’t a case of corrupted files, I checked this on my vanilla version. The stone bridges are fine. Cross |
Re: Cross Bridges Mod 1.0
I'll put this on the list to investigate. First time the issue has been raised that I'm aware of
Don |
Re: Cross Bridges Mod 1.0
I seem to recall this on the Prokhorovka scenario released with the latest patch, unfortunately I do not have a saved game that could help.
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Re: Cross Bridges Mod 1.0
Adding some water and then a vertical wooden bridge in the map editor. Applied damage to it and the bridge gets destroyed but a graphic of an intact bridge remains.
Just for fun tested SP2 and the same issue was there too so it is an ancient little "bug". I have never noticed it in gameplay since vertical bridges are rare and it´s even rarer to see one get blown up. |
Re: Cross Bridges Mod 1.0
There are no N-S (vertical )wooden bridges in that scenario.
There ARE however, stone bridges placed OVER wooden bridges which report as wooden bridges. When the bridge is destroyed the destroyed wooden bridge cannot be seen because the "stone" bridge image covers it. This is a map making error. You CANNOT place one bridge type over another. If you wish to make a stone bridge connecting secondary roads if there is already a wooden bridge there it MUST BE deleted first then the stone bridge put in place. That should have been caught during developmental playtesting. I've noted this down to correct in that sceanrio and to check the Kursk Campaign The problem in that scenario is not related to the N-S wooden bridge issue Don |
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