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LOTR: Battle For Middle Earth I & II Editing Discuss any modding related issues to do with the Lord Of The Rings: Battle For Middle Earth I and II RTS games here.

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Old 01-25-2005, 09:16 PM   #11 (permalink)
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The game itself has the crash detection funationality of the ZH WB, no? I thought it was awesome I no longer had to run the slow, fat ang ugly WB just to test experimental things.
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Old 01-26-2005, 01:09 PM   #12 (permalink)
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Is it a command line or something? I must've missed it somewhere.
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Old 01-27-2005, 07:20 AM   #13 (permalink)
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in certain instances, the game will read a combination of a JPEG image with a PNG image to generate a texture, but WB will not do this. The effect is that the texture maybe fine in game but it doesnt show up in WB or W3DViewer.
Well there's something that would otherwise be useful!
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Old 03-04-2005, 02:35 PM   #14 (permalink)
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Default error in using tga. files as terrain

Using tga. files as terrain: This functions works, sort of. I used 256 level grayscale image for the tga files and the command inverted the image and made my rivers in to steep mountains. The terrain itself is so incredibly high above the water plane that the default camera location is well below the terrain mesh, enough to have to scroll out quite a distance to even see the terrain mesh from above.

So, I inverted the image in Photoshop thinking that, ok, black is high and white is low... and it produced the same map. So, Inverted the original and saved it as a different name. Same result, and now it seems to be chopping the image about 4 pixels one one side and transposing it to the other side, like slicing a hunk of cake off one complete side and moving it to the other, badly.

I have an idea on how to end-around this, but I've not the opportunity to try it at the time of this posting. I'll elaborate once the attempt is made and results are available.

I hope this is on-topic.

Thanks,

Bhones
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