PUT ALL FILES TO cohokum\graphics\textures\terrain\water PLS make backup. Im still work on it but for now it stays in this form.
ARCTIC MAPS TEXTURES 1.0
Its replace for 3 arctic maps : Alaska, Skagway and Alexander Archipelago For best effect and sharp textures at distance i have Anisotrophic filtering set to 16x at graphics card settings.
CARRIERS REPLACE
Replace for standard carriers. High detailed textures.
BIG CITIES MOD - ONLY EUROPE MAP !
--------------------------------------------------------------------- Welcome back guys! I'm working on new high detailed trees. Finally hey dont overlap one over other ! No more visual bugs The plan is to make pack for all maps.
EUROPE MAP previev version with big cities mod, new terrain texture !
Re: New High Detailed Trees ! [WIP] - 01/12/1507:56 PM
For 2 days i've work at new water texture. It will be animation , 50 frames 1024x1024 or 512x512. I'm still learning but i see light in tunnel. One i can say with tesselation maxed and 16x anisotropic filtering it gives nice waves effect. Especially from low angle.
Re: New High Detailed Trees ! [WIP] - 01/26/1508:26 PM
Yeah. Install fresh EECH then patch it to 1.15.0 after this to 1.15.2 then apply 1.15.2 FIX 5. After this install addons. Instructions are inside, also make backups of original files that you replace.
Re: New High Detailed Trees ! [WIP] - 02/20/1506:18 PM
tirta: Puerto Rico Nightmare is biggest Lag map ever. Its because of many units engaging other in same time. Also there are example 5 carriers on each side. --------------------- I'm working on LOD's for all georgian buildings. It will allow big cities with better FPS than now. There also will be replace for Europe textures and campaigns.
Also Europe campaign will be rebuilded. Some places where Ground units spawns will be bases patrolled by infantry patrols.
Re: New High Detailed Trees ! [V1.2] , New Water [Test] - 05/24/1503:34 PM
Wow very nice! Is the new water reflective and shiny? I.e. like Falcon BMS? Does it sparkle from certain angles under the sun? Thanks for all your hard work!
Re: New High Detailed Trees ! [V1.2] , Carriers Replace, New Water [Test] - 11/18/1510:09 AM
I game can not start to put a Unfortunately new fighter file. Error message "unable to allcate memory size 0 - Window reports there is only - 2050584577 memory available"
I can start even leave the camo files and general files, but it will become an error to put a 3d file. (I can start to be put only EES file.) (But aircraft is depicted only missile is not displayed)
If other people are moving properly this might be my only problem. (But new aircraft carrier file and trees file is successful.)
Re: New High Detailed Trees ! [V1.2] , Carriers Replace, New Water [Test] - 11/18/1512:08 PM
Of course, 1, 15, 2.
All the maney new files, such as in this forum site does not put.
Posted By:
Re: New High Detailed Trees ! [V1.2] , Carriers Replace, New Water [Test] - 11/18/1505:10 PM
As I said at pm probably you did not delete the old files from the directory objects\A-10A Thunderbolt II Delete this folder, and copy ALL new files and directory ( mig su a10 f16 etc ) to objects\ it must be working
Re: New High Detailed Trees ! [V1.2] , Carriers Replace, New Water [Test] - 11/18/1509:41 PM
As much as I'd like to try this one (thanks for the work, looks really good!), because of:
"Unable to allocate memory size 0 - Windows reports there is only - 1073741824 memory available"
as soon as I hit "ok" for a free flight, it will have to wait till the weekend. Then I will find the time to fiddle around with it.
Tried it in a clean EEAH-CH 1.15.2-installation. As soon as I copy one of the objects-folders (doesn't matter if only one or all of them) into its place, I get the error-message. Removing all the new files, restoring the original A10-folder, and everything is okay again.
Re: New High Detailed Trees ! [V1.2] , Carriers Replace, New Water [Test] - 11/18/1510:02 PM
Try download Jets 512x512 rar (i just uploaded) and unpack in camo folder maybe its problem because all textures are 1024x1024?
I saw there was time ago some problems if using too big textures and too much...
Posted By:
Re: New High Detailed Trees ! [V1.2] , Carriers Replace, New Water [Test] - 11/18/1510:22 PM
Thealx is possible to increase the amount of memory as in the case of an explosion and smoke? This is a problem eech or depends on the quantity ram memory?
Re: New High Detailed Trees ! [V1.2] , Carriers Replace, New Water [Test] - 11/18/1510:41 PM
I have no idea how memory limits works, but as I can see game trying to allocate zero amount of memory that means something is wrong. I did increase quantity of objects allowed into the scene but it's different this time.
Re: New High Detailed Trees ! [V1.2] , Carriers Replace, New Water [Test] - 11/18/1510:59 PM
Maybe because i worked first on models and scenes at newest LW version then at 11.5 or something and i get node input errors.. . But its weird because i have no problem. Tomorrow i make test version of one plane using one LW version and we check.
Posted By:
Re: New High Detailed Trees ! [V1.2] , Carriers Replace, New Water [Test] - 11/18/1511:31 PM
It is stupid, because it should have everyone or none, and such random... strange
Re: New High Detailed Trees ! [V1.2] , Carriers Replace, New Water [Test] - 11/19/1509:28 PM
On my pc it works. But i run it on laptop and voila - same error. I found the problem is in texture. Maybe *.dds textures must be squares (this was 256x128). Or like Thealx says it was wrong bits selection while compile texture idk.
Posted By:
Re: New High Detailed Trees ! [V1.2] , Carriers Replace, New Water [Test] - 11/19/1509:52 PM
Yes I remember, i have also this error when i add my new textures some time ago .but from what I remember it was not dds. Imo It certainly texture problem , but what exactly I have no idea.
Re: New High Detailed Trees ! [V1.2] , Carriers Replace, New Water [Test] - 11/29/1505:25 PM
US_AIRPORT01
US_AIRPORT02
US_AIRPORT03
RUSSIAN_AIRPORT01
Posted By:
Re: New High Detailed Trees ! [V1.2] , Carriers Replace, New Water [Test] - 12/02/1504:15 PM
Wow wow wow ! New textures for blocks (new city mod) is only for europe, or for all maps?I mean big blocks, not small cottages. Btw I can not find download button
Re: New High Detailed Trees ! [V1.2] , Carriers Replace, New Water [Test] - 12/11/1508:26 AM
Originally Posted By: Soczkien
New AH64A comes
Nice! Although for accuracy, the A-model has much smaller pods (equipment bays) along the sides than the D. Also I doesn't have the sensor vanes sticking out from the engines (instead it has them on top of the rotor, which you have already added).
Re: New High Detailed Trees ! [V1.2] , Carriers Replace, New Water [Test] - 12/12/1512:31 AM
I've experimented some with cloud scene size and make new texture ! Also theres at DRIVE Trees 1.2 Low quality available. - 1 model , no lods, 512x512 dds textures
Posted By:
Re: New High Detailed Trees ! [V1.2] , Carriers Replace, New Water [Test] - 12/12/1508:13 AM
You joking??? This clouds is real?Omg...
Posted By:
Re: New High Detailed Trees ! [V1.2] , Carriers Replace, New Water [Test] - 12/12/1504:16 PM
I cant check this clouds at this moment - this clouds is your 3d old improved clouds, or you improve clouddry texture and scene?
Re: New High Detailed Trees ! [V1.2] , Carriers Replace, New Water [Test] - 12/12/1505:04 PM
I've made new 512x512 texture and resize 1.16 model to be much bigger. Now its only 1 model in scene (previously was 9 layers one over another). Also I need check best settings in *.ini for cluds colors. But for me overall effect is much better than I expected it can be
Posted By:
Re: New High Detailed Trees ! [V1.2] , Carriers Replace, New Water [Test] - 12/12/1505:09 PM
Yes yes I know what you mean.I also tryed do better clouds, but this old layer 9 textures looked really bad because streched . 1 Big texture looks gooood Here for ex my texture .
Re: New High Detailed Trees ! [V1.2] , Carriers Replace, New Water [Test] - 01/02/1607:57 AM
How or what I install from 1.16 version to not to slow down PC? Soczkien: How to reach your higher (40+) fps with this mods? Whats your pc specs? I installed 1.16 without airfields and new clouds, and I only reach max. 35fps with 1280x720. But I whant this excellent mods.
My PC specs: PhenomII X4 925@3040MHz ATI HD6870 1GB 6GB RAM
Re: New High Detailed Trees ! [V1.2] , Carriers Replace, New Water [Test] - 02/07/1611:19 PM
Jets replacement has a problem. Jets refer to "nullobject.lwo". Game tries to load it and fails, marks a scene as not succeeded. While editing LODs please use either NullObject or "NullObject" exactly, not nullobject or Null. I have updated the conversion tool sources to treat such problem. Also, is there a need to limit plane's body visual range to 7 km in the scene? That range must be specified (and tuned) in the game. Please re-release the scenes.
BTW, is it really a good idea to have Su-34 under a name of Yak-41? Yes, I like the model and I'm not against having Su-34 in the game. But I don't like when we loose features. Yak-41 is carrier-based aircraft (like Harrier is). Su-34 is not. I think it's better to add Su-34 (with proper payloads, maybe including BOMBs) than to replace Yak-41. Moreover I don't see the screenshots of it published.
Re: New High Detailed Trees ! [V1.2] , Carriers Replace, New Water [Test] - 03/11/1606:15 PM
Hi Soczkien
I've downloaded the "Trees other textures" files from your google drive. I tried renaming them as "FOREST1.dds" (as in the readme.txt). I tried the Puerto Rico and the Europe maps (with 1.160.RC5 and "NEW TREES V1.3") but I still get the "pine trees". Any suggestions? Are they supposed to work or are they for previous versions?
Edit: Never mind, went back to the 1.16.0 testing tread and realize you said they were now converted to TGA. Any change you have those trees in tga format?
Re: New High Detailed Trees ! [V1.2] , Carriers Replace, New Water [Test] - 11/14/1710:38 PM
It affects fps of course but still playable on few years old pc and laptop with dedicated radeon m445. I made versions for choose number of trees like low - medium - high quality settings. Mod gives new breath for empty maps like alaska, norway etc.
Re: New High Detailed Trees ! [V1.2] , Carriers Replace, New Water [Test] - 11/24/1704:44 PM
Okay I found solution - on http://eech.robfox.net/utils.html is info that SID can be edited with Photoshop - changed extension from SID to PSD and it works.
Re: New High Detailed Trees ! [V1.2] , Carriers Replace, New Water [Test] - 11/24/1711:02 PM
Yes I made Europe map but it was only copy of Puerto Rico map because i dont had knowledge how edit terrain etc. I wanted use Europe style textures and Puerto rico had also many trees objects.
Few days ago I started to learn terrain utilities tools and also I contacted Craigmire to get some information. I finish new map in few days. And then i want to make tutorial for map editors. It dont look much complicated. I modified also program to make automatically texturing of whole terrain depending on height. Also trees planting program works very well - so most of the job will be textures and make campaign scenario. I also need to check program that create road files.
Re: New High Detailed Trees ! [V1.2] , Carriers Replace, New Water [Test] - 12/03/1709:58 PM
You are crazy .great that the city is close to the airport very relalistic scenery.I hope you have not forgotten about new trees
btw you can install for free Aeyes cockpit textures : AH64D cockpit textures thread http://simhq.com/forum/ubbthreads.php/ubb/showflat/Number/4115173/Searchpage/1/Main/396926/Words/%2BAH64D+%2Bcockpit+%2Btextures/Search/true/re-ah64d-cockpit-textures#Post4115173
Re: New High Detailed Trees ! [V1.2] , Carriers Replace, New Water [Test] - 12/09/1712:05 AM
Shadows are pre rendered on terrain texture - I have the same scene in LW Layout as it is in game. A lot of work to get in this point. Now to make city big like this - its few clicks in BED editor and then assign few sectors with city texture with terrain utilities.
Re: New High Detailed Trees ! [V1.2] , Carriers Replace, New Water [Test] - 12/11/1712:07 PM
Originally Posted by AndyB
WOW! That is very impressive. Well done and thank you for all your hard work.
We'll be able to play 'HIde and Seek' in the streets now.......
Andy
I was just about to ask about that. Will the buildings have collision objects, so you can use them for cover. And will there be manpads placed amongst them?
Re: New High Detailed Trees ! [V1.2] , Carriers Replace, New Water [Test] - 12/12/1708:01 PM
Messy - yes buildings have collision. Andy - to make village like this isn't hard to do. Especially all buildings look very similiar to each other. After i finish new map I think about make textures for my buildings for desert version bit i dont know what effect can be.
Re: New High Detailed Trees ! [V1.2] , Carriers Replace, New Water [Test] - 12/13/1708:50 AM
Please document on the wiki how to make and edit maps. The tools have been there for a while, but the documentation isn't around. You're map looks great.
Re: New High Detailed Trees ! [V1.2] , Carriers Replace, New Water [Test] - 12/17/1709:22 AM
Messy - I will make tutorial, also how use my prepared cities in new maps.
But i have still some things to resolve - roads and ground forces spawning. Currently I have only primary frontlines forces spawned around map. In game theres also secondary and artillery.rk
Also only red side rebuild ground units, but they only standing at airfields - this also need to be resolved.
Re: New High Detailed Trees ! [V1.2] , Carriers Replace, New Water [Test] - 12/18/1710:15 PM
Today solved roads problem .. frontline, support and artillery units spawned properly. Map is about in 50% progress of roads placement.. need another few days to finish
Re: New High Detailed Trees ! [V1.2] , Carriers Replace, New Water [Test] - 12/19/1711:41 AM
Problem with road textures is that they don't rotate according to shape - curves etc. Currently I dont have visible roads for ground units - only as waypoints for them. I saw there is program in terrain utilities to draw roads but I need to check it's function first.
Re: New High Detailed Trees ! [V1.2] , Carriers Replace, New Water [Test] - 01/11/1807:32 PM
Originally Posted by XIII
awesome maybe you could do the animation of the flying turret in the tanks after being hit?
It has to be coded I think. Actually there is already flying debris script after explosion.
Last days i was working on hesco style bases. Made few hesco bunkers models , some walls and some additional buildings. Also optimized existing hesco barricade model at farps from 5k polys to 1.4k. Created diffrent texture for winter, summer and desert.
Re: New High Detailed Trees ! [V1.2] , Carriers Replace, New Water [Test] - 01/11/1808:36 PM
wow I know that rapota is professionally working in games.but you too I did not know that a bit more and there will be a new game great that you reducing polys.
Re: New High Detailed Trees ! [V1.2] , Carriers Replace, New Water [Test] - 01/13/1807:14 PM
Today i found method to render shadows directly on object textures. Left and right side are the same models - only diffrent texture. Right side have shadows + ambient occlusion effect rendered. Also i found easy method in Lightwave to connect multiple textures into one file.
Re: New High Detailed Trees ! [V1.2] , Carriers Replace, New Water [Test] - 01/13/1808:10 PM
awesome.I've always said that I the most miss shadows. Looks 10 x better. And you sure this not cause drop fps? question whether in the future it will not interfere with the added dynamic shadows.
Re: New High Detailed Trees ! [V1.2] , Carriers Replace, New Water [Test] - 02/04/1810:58 AM
Yea, FARPS also will be upgraded First I want remake most important buildings. I observed when one texture for object is used and only one UV map - there is much better performance than original eech objects where many small duplicated textures was used. Of course it needs mode Vram for hi res textures but i think today hardware is not problem Even cheap laptop can have dedicated graphics card with 1-2 Gb Vram.
Re: New High Detailed Trees ! [V1.2] , Carriers Replace, New Water [Test] - 02/05/1809:04 AM
Originally Posted by Soczkien
Yea, FARPS also will be upgraded First I want remake most important buildings. I observed when one texture for object is used and only one UV map - there is much better performance than original eech objects where many small duplicated textures was used. Of course it needs mode Vram for hi res textures but i think today hardware is not problem Even cheap laptop can have dedicated graphics card with 1-2 Gb Vram.
Personally I think we need to be careful about increasing PC specs too much. I still run it on my 10 year old Dell laptop, with an AMD Radeon Mobility 4500 chip, and if people start buying into the game as it's an older game expecting it to run on older hardware, they wouldn't want to see FPS drops.
If we eventually upgrade to newer DX versions, or Ogre that needs more graphics power, then fair enough.
Re: New High Detailed Trees ! [V1.2] , Carriers Replace, New Water [Test] - 02/05/1811:09 AM
Originally Posted by XIII
#metoo best option will be in installer choose hires or lowres textures. And all will be happy. This option use BMS and ohters. Or flag in eech.ini .
A flag would be good, so you could install both high and low res, then switch to low res if the high res causes FPS to drop. Similar way you can switch smoke and dwash off or on.
Re: New High Detailed Trees ! [V1.2] , Carriers Replace, New Water [Test] - 02/05/1809:57 PM
Woah! Absolutely F A N T A S T I C! you have already surprised me a few times and you have done better than I expected. even yesterday I thought - it will not look good as as in dcs
Re: New High Detailed Trees ! [V1.2] , Carriers Replace, New Water [Test] - 02/06/1807:50 PM
I'm not sure about the FARP above. I'm no expert on these things, but I think they are more temporary, so he concrete bases and hangers wouldn't be there. The building would be more like the pop-up type that could be assembled quickly.
Re: New High Detailed Trees ! [V1.2] , Carriers Replace, New Water [Test] - 02/06/1808:18 PM
well.... landpad is used all the time.the original ones are very small details.concrete blocks are certainly used in large bases and there you can add them.elsewhere is a question of discussion and the author's vision.the first screenshots are Russian farp, which is completely different from the American one.maybe others will still say their opinion. I certainly saw such cement blocks in combat helo, and he took care of details.
Re: New High Detailed Trees ! [V1.2] , Carriers Replace, New Water [Test] - 02/06/1808:39 PM
Thanks for feedback. I couldn't find now pictures but I saw that some of hesco bases had more solid ground. It looks like gravel mixed with concrete. It have sense because imagine what happen in rainy weather. Mud everywhere. Also i saw pictures with helicopters between hescos barriers and concrete barriers so they are also used. I mostly placed farps near cities on my map and my intention is to make them to look more like solid military bases. Second thing is that you can capture farps in game. So if they will be few tents and landing pads (like now) what is reason to capture them.
Re: New High Detailed Trees ! [V1.2] , Carriers Replace, New Water [Test] - 02/06/1809:29 PM
There is 9 diffrent farp types per side in game so theres possibility to have light and heavy versions of them . Today i made remake of farp vehicles. And here are also some another decoration objects.
Re: New High Detailed Trees ! [V1.2] , Carriers Replace, New Water [Test] - 02/10/1810:31 PM
No , but close it's a forest with the last primeval forests in Europe.this gentleman is the former minister of the environment,he ordered the cutting down of the forest due to the bark beetle. Soczkien know what I'm talking about edited. better not to talk about politics. sorry for ot.
Re: New High Detailed Trees ! [V1.2] , Carriers Replace, New Water [Test] - 02/11/1804:27 PM
Originally Posted by messyhead
Nice! Not sure about the positioning of it though. Would it not need to have a clear view of the helipads?
It's there from legacy - only replaced model positioning will be later
Originally Posted by XIII
No , but close it's a forest with the last primeval forests in Europe.this gentleman is the former minister of the environment,he ordered the cutting down of the forest due to the bark beetle. Soczkien know what I'm talking about edited. better not to talk about politics. sorry for ot.
Hah! Yea better not talk about politics - but good thing he's not minister anymore
Re: New High Detailed Trees ! [V1.2] , Carriers Replace, New Water [Test] - 02/19/1805:59 PM
you mentioned that you will be making scenes for model rapota.I do not know if it's still current Pilot model for apache has 1000 plygons.it's probably much too much for external model. the helmet has 350 and the pilot has a lot of unnecessary surfaces.I'm not a specialist, but I think that's a lot (?) 2 pilots-2k polygons.
Re: New High Detailed Trees ! [V1.2] , Carriers Replace, New Water [Test] - 02/19/1809:55 PM
I'm busy last time. Priority is airfield / farp mod. We see what will be later. There is simplify mesh plugin maybe pilots models polygons can be reduced. Try first merge points by hit "m" key and then shift+I to remove unnecessary polygons - what is polys number now?
Re: New High Detailed Trees ! [V1.2] , Carriers Replace, New Water [Test] - 02/20/1808:20 AM
Originally Posted by XIII
you mentioned that you will be making scenes for model rapota.I do not know if it's still current Pilot model for apache has 1000 plygons.it's probably much too much for external model. the helmet has 350 and the pilot has a lot of unnecessary surfaces.I'm not a specialist, but I think that's a lot (?) 2 pilots-2k polygons.
1000 polygons isn't that high. Have a look on the turbosquid website for pilot models, and you'll see far higher counts. I think the poly count should only be reduced if it is proven to have an impact in FPS, otherwise it's ok.
Re: New High Detailed Trees ! [V1.2] , Carriers Replace, New Water [Test] - 02/20/1803:28 PM
well... it's academic discussion on what to use power of the processor whether for advanced avionics, flight model or graphics.in f14 dcs the crew carrier will look like this.
I do not know if this is going in the right direction. btw if about graphics - dcs has the most realistic night vision. awesome. [video:youtube]https://youtu.be/yxfIzfIdUBk?t=148[/video]
Re: New High Detailed Trees ! [V1.2] , Carriers Replace, New Water [Test] - 04/02/1807:53 AM
I was busy last time but still made some progress. Finished 1 US airfield and 1 US farp. Ported new ec665 model. Tiger model was donated dy Leroy Olivier from sketchfab. https://sketchfab.com/barlstreg ; I've made some changes to make it compatible with EECH.
Re: New High Detailed Trees ! [V1.2] , Carriers Replace, New Water [Test] - 05/09/1808:27 PM
Guys - I was busy last time. In December second daughter was born and some new projects in work appear. Still I can find some time for models - I work on blackhawk cockpit now. I've started nearly from beginning. I made it mainly for other purposes but it can be used in EECH also. Currently middle console need to be reworked - it uses texture from my previous bh cockpit.
Re: New High Detailed Trees ! [V1.2] , Carriers Replace, New Water [Test] - 05/10/1811:48 AM
Originally Posted by Soczkien
Guys - I was busy last time. In December second daughter was born and some new projects in work appear. Still I can find some time for models - I work on blackhawk cockpit now. I've started nearly from beginning. I made it mainly for other purposes but it can be used in EECH also. Currently middle console need to be reworked - it uses texture from my previous bh cockpit.
I might need to "borrow" your interior texturing for my model, mainly the doors. I've not worked on my cockpit model for a long time. Just too much other stuff going on.
Re: New High Detailed Trees ! [V1.2] , Carriers Replace, New Water [Test] - 07/08/1806:56 PM
Hi Soczkien,
I am finally updating the PC in my Comanche simulator. I picked up an HP DC8200 with 8Gb of ram and installed Windows 7 64 bit on it.
I installed my GOG version of EECH and it ran fine. Ran the 1.16.0 allmods and that worked as well. Running an Videa GeForce 8800 GTX card currently at 1280x1024 resolution and a Audigy Live 5.1 for sound. All work. Getting around 60 FPS.
I downloaded the files from your Google drive (thank you for sharing them) and copied then in to the relevant folders. Most of them worked fine. When I do the update to the Europe maps it seem all right, but when I run the game it bombs out at the 3D graphics stage.
Re: New High Detailed Trees ! [V1.2] , Carriers Replace, New Water [Test] - 07/08/1807:03 PM
Andy what you mean "I run the game it bombs out at the 3D graphics stage."? What happens? ctd? error? any window with error?you can only have a conflict with the trees, because there are several versions.
Re: New High Detailed Trees ! [V1.2] , Carriers Replace, New Water [Test] - 07/08/1807:35 PM
You use Poland map? In folder you have new trees folder, and in option folder trees medium. maybe try overwrite trees folder.when I installed new maps, once I missed some trees files. Also in eech.ini change debug_log=1 and see in main folder for log file what errors.
Re: New High Detailed Trees ! [V1.2] , Carriers Replace, New Water [Test] - 07/08/1808:22 PM
Im not programmer, but as I said, it looks like a missing file from the trees directory(?).Maybe someone else will help.You can make copy of the tree catalog, and try other versions of the trees.
Re: New High Detailed Trees ! [V1.2] , Carriers Replace, New Water [Test] - 07/09/1811:53 AM
Hi !
Europe map (in real it's copy of puerto rico map only retextured and rebuilded campaigns, it also have altitude bug) from this post and modded files attached to it may be no longer compatible with EECH. Best way is to use this one from All mods installer. If you want new map download Poland from another topic - it's made by me from beginning. It also have many new buildings etc.
Re: New High Detailed Trees ! [V1.2] , Carriers Replace, New Water [Test] - 11/06/1812:46 PM
I have just given a try at the new retextured carriers, but I also get a crash when the game loads : "Failed to load scene 3ddata\OBJECTS\KIEV\KIEV_CLASS.EES" while such a file DOES exist in the relevant folder. Any fix available?
Edit : Just tested after renaming the KIEV folder to KIEV_ORI : "Failed to load scene 3ddata\OBJECTS\KIEV_ORI\KIEV_CLASS.EES". The game starts if I rename the KIEV_CLASS.EES file to KIEV_CLASS.EES.ORI. So I am suspecting that the file is somehow corrupted.
Re: New High Detailed Trees ! [V1.2] , Carriers Replace, New Water [Test] - 11/06/1801:20 PM
That error tells that some EEO file, that used by KIEV_CLASS.EES, not exists. you can see details about error if you enable debug logging. after file was renamed, game no longer see modified carrier and load default one. best option will be copy KIEV_CLASS.EES from 1.16 version to avoid issues.
Re: New High Detailed Trees ! [V1.2] , Carriers Replace, New Water [Test] - 11/06/1801:45 PM
Thank you thealx once again. The debug log points to a missing KIEV\NULLOBJECT.EEO. I have just copied such a file from another object and pasted it into the KIEV folder, and it works like a charm now!
Re: New High Detailed Trees ! [V1.2] , Carriers Replace, New Water [Test] - 11/21/1803:53 PM
Guys I have some pictures of progress with new version of Airfields Mod.
LIGHT FARP DESERT VERSION US AIRFIELD01 WINTER LIGHT FARP WINTER VERSION LIGHT FARP WINTER VERSION HEAVY FARP WINTER VERSION US AIRFIELD01 WINTER VERSION US AIRFIELD01 WINTER VERSION
Re: New High Detailed Trees ! [V1.2] , Carriers Replace, New Water [Test] - 01/13/1909:53 AM
Originally Posted by Soczkien
Hi ! Europe map (in real it's copy of puerto rico map only retextured and rebuilded campaigns, it also have altitude bug) from this post and modded files attached to it may be no longer compatible with EECH. Best way is to use this one from All mods installer. If you want new map download Poland from another topic - it's made by me from beginning. It also have many new buildings etc.
This means this download is not compatible with 1.16.0? Or it means all this is included in 1.16.0? What ist the difference of the treemod from this download (V1.2) compared to the other from your Poland-Map (only V1.1)?
Re: New High Detailed Trees ! [V1.2] , Carriers Replace, New Water [Test] - 02/08/2111:37 AM
It wasn't all included, as it caused some FPS issues, and it wasn't all finished. They can be installed as individual mods using the download links provided.