http://www.delphi.com/falcon4/messages/?msg=10594.1
Are you the one posting that news? because it gives out pretty much false information. What I'm thinking is helping you out to put definite install package of Falklands theater with TE files and all, at this moment no installshield exe is possible (I'm working on it) but at least package that has EVERYTHING in one zip file with good readme.txt instructions.
How about it?
> well, If i got a kneemap, i can mark bugs on my printed map myself.
I dont understand, to my knowledge the kneemap in F4 cockpit does not include your position, just the map. How can you tell where you are?
> BTW, I've heard that different tile types
> may influence the mobility of different
> ground units. Do you figure this
> out? or any table to compare haracteristics
> of different tiles ?
I think it effects on all ground units. texture.bin has these data's on road/river and some other tiles... but the latest info piece from Julian Onions is that the .THR file actually is what tells ground units the paths they can move along.
I dont have excat hands on experience with this yet.
> Though i tiled Falkland in my style, i hope
> gound units could move and enter their
> omabat stations as real things.
Well, few people have been bashing you about the style, but I dont. I know how hard work it is and if anyone is doing it, I'll keep my slapper shut and appreciate the work they've done
But some tips, in default korean texture.bin (which you are using?) are the tile offsets for forest as: 224, 225, 226, 227, 228, 229 what you could use to "populate" the forest,
its nice just click one plain default forest tile and use the REPLACE function on terrainview, then type all those mentioned tile offsets - voila, you get random effect on it.
Try it and tell me what you think.
btw I'll add the TVConversion to downloads later tonite.
PMC TFW
Snake Man