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Posts posted by Gepard
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T-55AM Panzer of ZAHAL (israelie Army)
T-55AM Panzer of ZAHAL
In the 6-Days War of 1967 Israel captured a lot of syrian and egyptian T-55. This panzers were used in the israeli Army (ZAHAL) up to the 70th and proved as good and reliable combat vehicles.
During the Yom-Kippur-War the israeli T-55 formed the spearhead of Sharons counter offensive to cross the Suez Canal. In combat with egyptian T-55 the israeli T-55 proved superior due better crew training.
************************************************
INSTALLATION
Unzip all files into your objects/groundobjects folder.
Thats it.
***********************************************
This is a mod of TK's WOI stock T-55. The mod is freeware. Commercial use is not allowed.
***********************************************
Hope you enjoy it.
Michael (Gepard)
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Submitter
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Submitted05/04/2008
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Category
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The lingua franca of this forum is english. Its the language all people here more or less understand. If you want to speak in your own language then you should ask the administrator wheter he could open a polish section. And i think he will follow your request, because as he has done it already for czech, hebrew, german etc members.
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Did it only appear on the TE or also in the game?
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Polska vs. Obwód Kalingradzki ( Polska agr.)
Tja, our polish friends. Thats reminds me on the good old story, that the polish wanted to conquere this land, that now is know as Kaliningrad area, some hundred years ago, in the medieval. But the people who setteled there, they were called the Pruzzen, dont wanted to come under the polish regime. So the protected themself very successfully and pushed the polish knights away. The polish attacked the pruzzen again and again and again and the only result were bloody polish heads.
Its a typical polish problem of polish selfdeception, the believing to be powerfull lions but to be in reality only weak poodles. But the polish poodle was clever. He called real wolfes to conquer the land of the Pruzzen, he called the Deutschritterorden, the knights of the german order. The germans build the fortress Marienburg and from this fortress they started crusades against Pruzzi, fought around 50 years. Then they hold Pruzzia in their hands. Now the polish poodles came to the german knights and said: Okay, thank you that you have taken Pruzzia, now hand it over and go home.
But the knights of the german order were much cleverer than the polish poodle. Before they had started the conquest of Pruzzia they went to the pope and got the permission to keep all land that was conquered during the crusades agains Pruzzia. So the law was on the german side and to poodle went home with haning ears.
The polish poodle was fooled and from this time the polish hated the germans, up today, in the strong knowledge of their inferiority.
And now our polish friends want to play it again. But now they want to bite the russian bear instead the pruzzen. And we all know how this would end, with bloody polish heads.
Also the poodles will have to call support again. The german wolfes or the american eagles?
But beware little poodle wolf or eagle will fool you again.
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Its only available for First Eagles.
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Ask TK or do it youself. But the later option is a very boring job.
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I would like to see the red fighters operating under tight ground control. I would also love to see reloadable SAM's and an integrated Air Defence Network.
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I would set the Sea tiles min alt = 0 and the max alt = 1
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No. But you can create new one with the Terrain Editor tool.
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Very difficult. I tried it with Vogesen terrain and i failed.
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Lynx is a british helicopter.
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Puma is a german armour vehicle.
The F-29 i would call "Selten dämliches Uhubaby"
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Forgett nukes. This are senseless toys for guys without balls.
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Shrikes, Mavericks, HARMs. And a good jammer.
No problem to crack this formation, if you know how to do it.
And if you fly for the red side, take the KH-25 missile family. Knocks out every Hawk battery.
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Problem: TE loads only a part of the terrain hight data
The reason for it is, that you has choosen a part of the world which is not completly covered by one of the GTOPO30 tiles from site http://edc.usgs.gov/products/elevation/gtopo30/gtopo30.html.
For instance Poland or Angola are such regions of the world which are split in two parts.
How to solve this problem?
You need the new version of TE.
Step 1: Follow the normal way of terrain creating as descriped in the tutorials. What means, create a new terrain, enter size and coordinates of the left upper corner of the terrain and import the DEM hight data. Choose the "left" DEM
Autotexture the terrain and save it.
Step 2: Now click View, click View Hight Field
You see that the right side of the terrain is completly blue. What means there is water wher no water should be.
Step 3: Click File, Click Export Hight Map as Bitmap
Save the bitmap file. Remember the filename!
Step 4: Now, restart. Do Step 1 again, but now import the "right" DEM high data. (no autotexture this time) If you now make Step 2 again you will see that the left side is now blue, while the right side contains height data information.
Export Hight Map as Bitmap again and save it under a different name.
Step 5: Open paint program ( I use PaintShopPro) Open the 2 saved Bitmap files and merge it togheter via cut and past or copy functions.
Save the merged Bitmap file.
Step 6: Back to TE. Open the saved terrain
Step 7: Click File, Click Import Height Map as Bitmap
Choose the merged bitmap file and click Okay.
Save the terrain.
Thats it.
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1
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Problem: I can't autotexture a terrain.
The problem is caused by the Terrain Editor version. While the old version autotexture terrains written for SFP1 without problems it has problems with the terrains for the newer Sims like WOE or FE.
The new version of TE is good for the newer terrains, but has problems with SFP1.
To overcome this i have uploaded the 2 versions of TE in the download section. Use the right TE version and the trouble is over.
BUT:
there is an other way, for all guys who want to use the new version of TE on old terrains.
Step 1: Open the desert terrain
Step 2: Open file TextureListDesert
Step 3: Click Texture List, click Edit Texture Type List
Dialog box is opening
click on Mountain
new Dialog box is opening
set hook on Check for Altitude
close the boxes
Step 4: Click Texture List, Click Save Texture List
With this newly saved Texturelist you can autotexture any terrain with the new version of TE.
The problem: sometimes this trick does not work on the first try. Then try it again till it runs fine.
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Pfunkmusik. Post your added lines of your Citieslist and target.ini here. Perhaps we can see what causes you problem.
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Terrain Editor (2 versions)
View File
This are the 2 versions of TK's terrain editor tool.
The old version use for autotexturing SFP1 terrains.
The new version is better for autotexturing FE, WOE, WOI.
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Submitter
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Submitted04/20/2008
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Category
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Lexx, its exactly what you say. CTD at the end of the first procedure.
Ansons2. I think i have the solution. To solve the problem i tried to open the SFP1 standard Desert terrain with the TexturelistDesert.ini
Then i autotextured the terrain saved the texturelist and from this moment it was possible to autotexture any other terrain with Desert tiles.
The lines of my saved TextuelistDesert.ini you find below:
[TerrainData]
TerrainTileSize=2000.000000
HeightScale=100.000000
[ObjectMap001]
MapFilename=terobject_buildings1.bmp
MapClass=0
ObjectTypeCount=7
ObjectType001.ObjectName=BoxBuilding1
ObjectType001.ShapeType=0
ObjectType001.CastShadow=0
ObjectType001.SizeDeviation=0.000000
ObjectType001.Width1=15.000000
ObjectType001.Length1=15.000000
ObjectType001.Height1=15.000000
ObjectType001.TextureCoord01=0.000000,0.500000
ObjectType001.TextureCoord11=0.250000,0.750000
ObjectType001.TextureCoord02=0.250000,0.500000
ObjectType001.TextureCoord12=0.500000,0.750000
ObjectType001.TextureCoord03=0.500000,0.500000
ObjectType001.TextureCoord13=0.750000,0.750000
ObjectType001.TextureCoord04=0.250000,0.500000
ObjectType001.TextureCoord14=0.500000,0.750000
ObjectType001.TextureCoord05=0.000000,0.250000
ObjectType001.TextureCoord15=0.125000,0.375000
ObjectType002.ObjectName=BoxBuilding2
ObjectType002.ShapeType=0
ObjectType002.CastShadow=0
ObjectType002.SizeDeviation=0.000000
ObjectType002.Width1=20.000000
ObjectType002.Length1=20.000000
ObjectType002.Height1=20.000000
ObjectType002.TextureCoord01=0.500000,0.000000
ObjectType002.TextureCoord11=0.750000,0.250000
ObjectType002.TextureCoord02=0.750000,0.000000
ObjectType002.TextureCoord12=1.000000,0.250000
ObjectType002.TextureCoord03=0.750000,0.000000
ObjectType002.TextureCoord13=1.000000,0.250000
ObjectType002.TextureCoord04=1.000000,0.000000
ObjectType002.TextureCoord14=0.750000,0.250000
ObjectType002.TextureCoord05=0.125000,0.250000
ObjectType002.TextureCoord15=0.250000,0.375000
ObjectType003.ObjectName=LongBuilding1
ObjectType003.ShapeType=0
ObjectType003.CastShadow=0
ObjectType003.SizeDeviation=0.000000
ObjectType003.Width1=10.000000
ObjectType003.Length1=30.000000
ObjectType003.Height1=15.000000
ObjectType003.TextureCoord01=0.000000,0.500000
ObjectType003.TextureCoord11=0.500000,0.750000
ObjectType003.TextureCoord02=0.750000,0.500000
ObjectType003.TextureCoord12=1.000000,0.750000
ObjectType003.TextureCoord03=0.250000,0.500000
ObjectType003.TextureCoord13=0.750000,0.750000
ObjectType003.TextureCoord04=0.750000,0.500000
ObjectType003.TextureCoord14=1.000000,0.750000
ObjectType003.TextureCoord05=0.625000,0.375000
ObjectType003.TextureCoord15=0.750000,0.500000
ObjectType004.ObjectName=FlatBuilding1
ObjectType004.ShapeType=0
ObjectType004.CastShadow=0
ObjectType004.SizeDeviation=0.000000
ObjectType004.Width1=10.000000
ObjectType004.Length1=10.000000
ObjectType004.Height1=5.000000
ObjectType004.TextureCoord01=0.500000,0.250000
ObjectType004.TextureCoord11=0.750000,0.375000
ObjectType004.TextureCoord02=0.750000,0.250000
ObjectType004.TextureCoord12=1.000000,0.375000
ObjectType004.TextureCoord03=0.625000,0.250000
ObjectType004.TextureCoord13=0.875000,0.375000
ObjectType004.TextureCoord04=1.000000,0.250000
ObjectType004.TextureCoord14=0.750000,0.375000
ObjectType004.TextureCoord05=0.750000,0.375000
ObjectType004.TextureCoord15=0.875000,0.500000
ObjectType005.ObjectName=BoxBuilding3
ObjectType005.ShapeType=0
ObjectType005.CastShadow=0
ObjectType005.SizeDeviation=0.000000
ObjectType005.Width1=20.000000
ObjectType005.Length1=20.000000
ObjectType005.Height1=20.000000
ObjectType005.TextureCoord01=0.000000,0.750000
ObjectType005.TextureCoord11=0.250000,1.000000
ObjectType005.TextureCoord02=0.500000,0.750000
ObjectType005.TextureCoord12=0.250000,1.000000
ObjectType005.TextureCoord03=0.500000,0.750000
ObjectType005.TextureCoord13=0.750000,1.000000
ObjectType005.TextureCoord04=1.000000,0.750000
ObjectType005.TextureCoord14=0.750000,1.000000
ObjectType005.TextureCoord05=0.250000,0.250000
ObjectType005.TextureCoord15=0.375000,0.375000
ObjectType006.ObjectName=FlatBuilding2
ObjectType006.ShapeType=0
ObjectType006.CastShadow=0
ObjectType006.SizeDeviation=0.000000
ObjectType006.Width1=15.000000
ObjectType006.Length1=20.000000
ObjectType006.Height1=5.000000
ObjectType006.TextureCoord01=0.000000,0.000000
ObjectType006.TextureCoord11=0.500000,0.125000
ObjectType006.TextureCoord02=0.250000,0.125000
ObjectType006.TextureCoord12=0.500000,0.250000
ObjectType006.TextureCoord03=0.000000,0.000000
ObjectType006.TextureCoord13=0.500000,0.125000
ObjectType006.TextureCoord04=0.250000,0.125000
ObjectType006.TextureCoord14=0.500000,0.250000
ObjectType006.TextureCoord05=0.875000,0.375000
ObjectType006.TextureCoord15=1.000000,0.500000
ObjectType007.ObjectName=FlatBuilding3
ObjectType007.ShapeType=0
ObjectType007.CastShadow=0
ObjectType007.SizeDeviation=0.000000
ObjectType007.Width1=15.000000
ObjectType007.Length1=15.000000
ObjectType007.Height1=5.000000
ObjectType007.TextureCoord01=0.500000,0.250000
ObjectType007.TextureCoord11=0.875000,0.375000
ObjectType007.TextureCoord02=0.625000,0.250000
ObjectType007.TextureCoord12=1.000000,0.375000
ObjectType007.TextureCoord03=0.625000,0.250000
ObjectType007.TextureCoord13=1.000000,0.375000
ObjectType007.TextureCoord04=0.625000,0.250000
ObjectType007.TextureCoord14=1.000000,0.375000
ObjectType007.TextureCoord05=0.500000,0.375000
ObjectType007.TextureCoord15=0.625000,0.500000
[ObjectMap002]
MapFilename=terobject_trees1.bmp
MapClass=1
ObjectTypeCount=2
ObjectType001.ObjectName=Tree1
ObjectType001.ShapeType=4
ObjectType001.CastShadow=0
ObjectType001.SizeDeviation=0.400000
ObjectType001.Width1=10.000000
ObjectType001.Height1=10.000000
ObjectType001.TextureCoord01=0.000000,0.000000
ObjectType001.TextureCoord11=1.000000,1.000000
ObjectType002.ObjectName=SmallTree1
ObjectType002.ShapeType=4
ObjectType002.CastShadow=0
ObjectType002.SizeDeviation=0.250000
ObjectType002.Width1=5.000000
ObjectType002.Height1=5.000000
ObjectType002.TextureCoord01=0.000000,0.000000
ObjectType002.TextureCoord11=1.000000,1.000000
[TextureTypeList]
TypeName001=Mountain
TypeName002=Sea
TypeName003=Desert
TypeName004=Farm
TypeName005=City
[Mountain]
Water=0
UseAutoPlacement=1
CheckAltitude=1
MinAltitude=600
MaxAltitude=10000
CheckCity=0
MinCityDistance=0
MaxCityDistance=0
CheckSlope=0
MinSlope=15
MaxSlope=90
Priority=0
RandomFactor=100
GroupingFactor=0
ExclusionRegion=0
ExcludeMaxX=0
ExcludeMinX=0
ExcludeMaxY=0
ExcludeMinY=0
[sea]
Water=1
UseAutoPlacement=1
CheckAltitude=1
MinAltitude=0
MaxAltitude=1
CheckCity=0
MinCityDistance=0
MaxCityDistance=0
CheckSlope=0
MinSlope=0
MaxSlope=1
Priority=0
RandomFactor=100
GroupingFactor=0
ExclusionRegion=1
ExcludeMaxX=250
ExcludeMinX=0
ExcludeMaxY=250
ExcludeMinY=0
[Desert]
Water=0
UseAutoPlacement=1
CheckAltitude=1
MinAltitude=1
MaxAltitude=500
CheckCity=0
MinCityDistance=0
MaxCityDistance=0
CheckSlope=1
MinSlope=0
MaxSlope=15
Priority=0
RandomFactor=100
GroupingFactor=0
ExclusionRegion=0
ExcludeMaxX=0
ExcludeMinX=0
ExcludeMaxY=0
ExcludeMinY=0
[Farm]
Water=0
UseAutoPlacement=1
CheckAltitude=1
MinAltitude=1
MaxAltitude=300
CheckCity=1
MinCityDistance=0
MaxCityDistance=12
CheckSlope=1
MinSlope=0
MaxSlope=10
Priority=1
RandomFactor=75
GroupingFactor=40
ExclusionRegion=1
ExcludeMaxX=325
ExcludeMinX=0
ExcludeMaxY=525
ExcludeMinY=0
[City]
Water=0
UseAutoPlacement=0
CheckAltitude=0
MinAltitude=0
MaxAltitude=0
CheckCity=0
MinCityDistance=0
MaxCityDistance=0
CheckSlope=0
MinSlope=0
MaxSlope=0
Priority=0
RandomFactor=100
GroupingFactor=0
ExclusionRegion=0
ExcludeMaxX=0
ExcludeMinX=0
ExcludeMaxY=0
ExcludeMinY=0
[TextureMapList]
Filename001=sea1.bmp
Filename002=sea2desert25.bmp
Filename003=sea2desert50.bmp
Filename004=sea2desert75.bmp
Filename005=sea2farm25.bmp
Filename006=sea2farm25b.bmp
Filename007=sea2farm50.bmp
Filename008=sea2farm75.bmp
Filename009=sea2mountain25.bmp
Filename010=sea2mountain50.bmp
Filename011=sea2mountain75.bmp
Filename012=sea2city25.bmp
Filename013=sea2city50.bmp
Filename014=sea2city75.bmp
Filename015=desert1.bmp
Filename016=desert2.bmp
Filename017=desert2farm25.bmp
Filename018=desert2farm50.bmp
Filename019=desert2farm75.bmp
Filename020=desert2mountain25.bmp
Filename021=desert2mountain50.bmp
Filename022=desert2mountain75.bmp
Filename023=farm1.bmp
Filename024=farm2.bmp
Filename025=mountain1.bmp
Filename026=mountain2farm25.bmp
Filename027=mountain2farm50.bmp
Filename028=mountain2farm75.bmp
Filename029=city1.bmp
Filename030=city2desert25.bmp
Filename031=city2desert50.bmp
Filename032=city2desert75.bmp
Filename033=city2farm25.bmp
Filename034=city2farm50.bmp
Filename035=city2farm75.bmp
Filename036=city2mountain25.bmp
Filename037=city2mountain50.bmp
Filename038=city2mountain75.bmp
Filename039=sea-city-farm1.bmp
Filename040=sea-desert-farm1.bmp
Filename041=sea-desert-mountain1.bmp
Filename042=sea-farm-city1.bmp
Filename043=sea-farm-desert1.bmp
Filename044=sea-farm-mountain1.bmp
Filename045=sea-mountain-desert1.bmp
Filename046=sea-mountain-farm1.bmp
Filename047=city-desert-farm1.bmp
Filename048=city-desert-mountain1.bmp
Filename049=city-farm-desert1.bmp
Filename050=city-farm-mountain1.bmp
Filename051=city-mountain-desert1.bmp
Filename052=city-mountain-farm1.bmp
Filename053=city-farm-sea1.bmp
Filename054=city-sea-farm1.bmp
Filename055=cityport1.bmp
Filename056=sea2desert25b.bmp
Filename057=sea2desert50b.bmp
Filename058=sea2desert75b.bmp
Filename059=city-river1.bmp
Filename060=city-rivermouth1.bmp
Filename061=city-riverturn1.bmp
Filename062=desert-river1.bmp
Filename063=desert-riverturn1.bmp
Filename064=farm-river1.bmp
Filename065=farm-riverturn1.bmp
Filename066=river-city2farm1.bmp
Filename067=river-desert2farm1.bmp
[sea1.bmp]
TextureType=1
DetailType=2
HeightMapScale=75.000000
TransitionType=0
TransitionTo=0
3WayTransitionTo=0
RiverType=0
RoadType=0
RandomFactor=100
ExclusionRegion=0
ExcludeMaxX=0
ExcludeMinX=0
ExcludeMaxY=0
ExcludeMinY=0
LimitRotation=0
Allow0deg=0
Allow90deg=0
Allow180deg=0
Allow270deg=0
SolidObjectTexture=
AlphaObjectTexture=
[sea2desert25.bmp]
TextureType=1
DetailType=2
HeightMapScale=75.000000
TransitionType=1
TransitionTo=2
3WayTransitionTo=0
RiverType=0
RoadType=0
RandomFactor=100
ExclusionRegion=0
ExcludeMaxX=0
ExcludeMinX=0
ExcludeMaxY=0
ExcludeMinY=0
LimitRotation=0
Allow0deg=0
Allow90deg=0
Allow180deg=0
Allow270deg=0
SolidObjectTexture=terobject_buildings1.bmp
AlphaObjectTexture=terobject_trees1.bmp
[sea2desert50.bmp]
TextureType=1
DetailType=2
HeightMapScale=75.000000
TransitionType=2
TransitionTo=2
3WayTransitionTo=0
RiverType=0
RoadType=0
RandomFactor=100
ExclusionRegion=0
ExcludeMaxX=0
ExcludeMinX=0
ExcludeMaxY=0
ExcludeMinY=0
LimitRotation=0
Allow0deg=0
Allow90deg=0
Allow180deg=0
Allow270deg=0
SolidObjectTexture=terobject_buildings1.bmp
AlphaObjectTexture=terobject_trees1.bmp
[sea2desert75.bmp]
TextureType=1
DetailType=2
HeightMapScale=75.000000
TransitionType=3
TransitionTo=2
3WayTransitionTo=0
RiverType=0
RoadType=0
RandomFactor=100
ExclusionRegion=0
ExcludeMaxX=0
ExcludeMinX=0
ExcludeMaxY=0
ExcludeMinY=0
LimitRotation=0
Allow0deg=0
Allow90deg=0
Allow180deg=0
Allow270deg=0
SolidObjectTexture=terobject_buildings1.bmp
AlphaObjectTexture=terobject_trees1.bmp
[sea2farm25.bmp]
TextureType=1
DetailType=2
HeightMapScale=75.000000
TransitionType=1
TransitionTo=3
3WayTransitionTo=0
RiverType=0
RoadType=0
RandomFactor=100
ExclusionRegion=0
ExcludeMaxX=0
ExcludeMinX=0
ExcludeMaxY=0
ExcludeMinY=0
LimitRotation=0
Allow0deg=0
Allow90deg=0
Allow180deg=0
Allow270deg=0
SolidObjectTexture=terobject_buildings1.bmp
AlphaObjectTexture=terobject_trees1.bmp
[sea2farm25b.bmp]
TextureType=1
DetailType=2
HeightMapScale=75.000000
TransitionType=1
TransitionTo=3
3WayTransitionTo=0
RiverType=0
RoadType=0
RandomFactor=100
ExclusionRegion=0
ExcludeMaxX=0
ExcludeMinX=0
ExcludeMaxY=0
ExcludeMinY=0
LimitRotation=0
Allow0deg=0
Allow90deg=0
Allow180deg=0
Allow270deg=0
SolidObjectTexture=terobject_buildings1.bmp
AlphaObjectTexture=terobject_trees1.bmp
[sea2farm50.bmp]
TextureType=1
DetailType=2
HeightMapScale=75.000000
TransitionType=2
TransitionTo=3
3WayTransitionTo=0
RiverType=0
RoadType=0
RandomFactor=100
ExclusionRegion=0
ExcludeMaxX=0
ExcludeMinX=0
ExcludeMaxY=0
ExcludeMinY=0
LimitRotation=0
Allow0deg=0
Allow90deg=0
Allow180deg=0
Allow270deg=0
SolidObjectTexture=terobject_buildings1.bmp
AlphaObjectTexture=terobject_trees1.bmp
[sea2farm75.bmp]
TextureType=1
DetailType=2
HeightMapScale=75.000000
TransitionType=3
TransitionTo=3
3WayTransitionTo=0
RiverType=0
RoadType=0
RandomFactor=100
ExclusionRegion=0
ExcludeMaxX=0
ExcludeMinX=0
ExcludeMaxY=0
ExcludeMinY=0
LimitRotation=0
Allow0deg=0
Allow90deg=0
Allow180deg=0
Allow270deg=0
SolidObjectTexture=terobject_buildings1.bmp
AlphaObjectTexture=terobject_trees1.bmp
[sea2mountain25.bmp]
TextureType=1
DetailType=2
HeightMapScale=75.000000
TransitionType=1
TransitionTo=0
3WayTransitionTo=0
RiverType=0
RoadType=0
RandomFactor=100
ExclusionRegion=0
ExcludeMaxX=0
ExcludeMinX=0
ExcludeMaxY=0
ExcludeMinY=0
LimitRotation=0
Allow0deg=0
Allow90deg=0
Allow180deg=0
Allow270deg=0
SolidObjectTexture=terobject_buildings1.bmp
AlphaObjectTexture=terobject_trees1.bmp
[sea2mountain50.bmp]
TextureType=1
DetailType=2
HeightMapScale=75.000000
TransitionType=2
TransitionTo=0
3WayTransitionTo=0
RiverType=0
RoadType=0
RandomFactor=100
ExclusionRegion=0
ExcludeMaxX=0
ExcludeMinX=0
ExcludeMaxY=0
ExcludeMinY=0
LimitRotation=0
Allow0deg=0
Allow90deg=0
Allow180deg=0
Allow270deg=0
SolidObjectTexture=terobject_buildings1.bmp
AlphaObjectTexture=terobject_trees1.bmp
[sea2mountain75.bmp]
TextureType=1
DetailType=2
HeightMapScale=75.000000
TransitionType=3
TransitionTo=0
3WayTransitionTo=0
RiverType=0
RoadType=0
RandomFactor=100
ExclusionRegion=0
ExcludeMaxX=0
ExcludeMinX=0
ExcludeMaxY=0
ExcludeMinY=0
LimitRotation=0
Allow0deg=0
Allow90deg=0
Allow180deg=0
Allow270deg=0
SolidObjectTexture=terobject_buildings1.bmp
AlphaObjectTexture=terobject_trees1.bmp
[sea2city25.bmp]
TextureType=1
DetailType=2
HeightMapScale=75.000000
TransitionType=1
TransitionTo=4
3WayTransitionTo=0
RiverType=0
RoadType=0
RandomFactor=100
ExclusionRegion=0
ExcludeMaxX=0
ExcludeMinX=0
ExcludeMaxY=0
ExcludeMinY=0
LimitRotation=0
Allow0deg=0
Allow90deg=0
Allow180deg=0
Allow270deg=0
SolidObjectTexture=terobject_buildings1.bmp
AlphaObjectTexture=terobject_trees1.bmp
[sea2city50.bmp]
TextureType=1
DetailType=2
HeightMapScale=75.000000
TransitionType=2
TransitionTo=4
3WayTransitionTo=0
RiverType=0
RoadType=0
RandomFactor=100
ExclusionRegion=0
ExcludeMaxX=0
ExcludeMinX=0
ExcludeMaxY=0
ExcludeMinY=0
LimitRotation=0
Allow0deg=0
Allow90deg=0
Allow180deg=0
Allow270deg=0
SolidObjectTexture=terobject_buildings1.bmp
AlphaObjectTexture=terobject_trees1.bmp
[sea2city75.bmp]
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TransitionTo=0
3WayTransitionTo=0
RiverType=2
RoadType=0
RandomFactor=100
ExclusionRegion=0
ExcludeMaxX=0
ExcludeMinX=0
ExcludeMaxY=0
ExcludeMinY=0
LimitRotation=0
Allow0deg=0
Allow90deg=0
Allow180deg=0
Allow270deg=0
SolidObjectTexture=
AlphaObjectTexture=
[farm-river1.bmp]
TextureType=3
DetailType=2
HeightMapScale=75.000000
TransitionType=0
TransitionTo=0
3WayTransitionTo=0
RiverType=1
RoadType=0
RandomFactor=100
ExclusionRegion=0
ExcludeMaxX=0
ExcludeMinX=0
ExcludeMaxY=0
ExcludeMinY=0
LimitRotation=0
Allow0deg=0
Allow90deg=0
Allow180deg=0
Allow270deg=0
SolidObjectTexture=
AlphaObjectTexture=
[farm-riverturn1.bmp]
TextureType=3
DetailType=2
HeightMapScale=75.000000
TransitionType=0
TransitionTo=0
3WayTransitionTo=0
RiverType=2
RoadType=0
RandomFactor=100
ExclusionRegion=0
ExcludeMaxX=0
ExcludeMinX=0
ExcludeMaxY=0
ExcludeMinY=0
LimitRotation=0
Allow0deg=0
Allow90deg=0
Allow180deg=0
Allow270deg=0
SolidObjectTexture=
AlphaObjectTexture=
[river-city2farm1.bmp]
TextureType=4
DetailType=2
HeightMapScale=75.000000
TransitionType=2
TransitionTo=3
3WayTransitionTo=0
RiverType=1
RoadType=0
RandomFactor=100
ExclusionRegion=0
ExcludeMaxX=0
ExcludeMinX=0
ExcludeMaxY=0
ExcludeMinY=0
LimitRotation=0
Allow0deg=0
Allow90deg=0
Allow180deg=0
Allow270deg=0
SolidObjectTexture=
AlphaObjectTexture=
[river-desert2farm1.bmp]
TextureType=2
DetailType=2
HeightMapScale=75.000000
TransitionType=2
TransitionTo=3
3WayTransitionTo=0
RiverType=1
RoadType=0
RandomFactor=100
ExclusionRegion=0
ExcludeMaxX=0
ExcludeMinX=0
ExcludeMaxY=0
ExcludeMinY=0
LimitRotation=0
Allow0deg=0
Allow90deg=0
Allow180deg=0
Allow270deg=0
SolidObjectTexture=
AlphaObjectTexture=
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There are two versions of TE. For SFP1 i use the old version, for all later terrains i use the new version. I dont know, why the CTD happen.
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Nukes are only toys for blockheads without balls.
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The TE dialog box demand:
Enter the top-left coordinates of the map
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Ghostrider, if you has no WOE you will need a WOE (GermanyCE) replacement tileset.
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Yes, i think so.
BMP series?
in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Posted
The BMP-1 looked better than it was in reality. The BTR-70 and 80 proved superior in Afghanistan.