maaa going to have to open up the editor to explain this....
While its loading, I'll try and explain it with text.
yes, a _c texture is a colourmap.
but this is a _c_muttrah texture.
the "_muttrah" suffix on the end means it only applies to maps that have this which I've higlighted in bold in the map's init.con file (this is muttrah's btw and you will need to scroll down a bit to find it)
Code: Select all
rem *** Generated by BF2Editor ***
if v_arg1 == BF2Editor
run Heightdata.con
LevelSettings.InitWorld
run Terrain.con BF2Editor
run StaticObjects.con BF2Editor
run Sounds.con
run Sky.con BF2Editor
run Editor/GamePlayObjects.con host
UndergrowthEditable.create
Undergrowth.load Levels\muttrah_city_2\
run Overgrowth/Overgrowth.con
Overgrowth.editorEnable 1
run AmbientObjects.con BF2Editor
run Water.con
run TriggerableTemplates.con BF2Editor
else
run Heightdata.con
run Terrain.con v_arg2
run Sky.con v_arg2
run CompiledRoads.con
run Sounds.con
run tmp.con v_arg1
Undergrowth.load Levels\muttrah_city_2\
run Overgrowth/Overgrowth.con
run Overgrowth/OvergrowthCollision.con
run AmbientObjects.con
run Water.con
run TriggerableTemplates.con
run ../../objects/common/spawners/spawners_common.con
run ../../objects/common/spawners/spawners_us.con
run ../../objects/common/spawners/spawners_mec.con
endIf
rem USMC VERSUS MEC
rem ------------------------------- LevelSettings -------------------------------
rem -----------------------------------------------------------------------------
gameLogic.setTeamName 1 "MEC"
gameLogic.setTeamName 2 "US"
gameLogic.setTeamLanguage 1 "MEC"
gameLogic.setTeamLanguage 2 "English"
gameLogic.setTeamFlag 0 "flag_neutral"
gameLogic.setTeamFlag 1 "flag_mec"
gameLogic.setTeamFlag 2 "flag_us"
gameLogic.setKit 1 0 "mec_officer" "pr_mec_soldier2"
gameLogic.setKit 2 0 "us_officer" "pr_us_soldier2"
gameLogic.setKit 1 1 "mec_riflemanab" "pr_mec_soldier2"
gameLogic.setKit 2 1 "us_riflemanAB" "pr_us_soldier2"
gameLogic.setKit 1 2 "mec_rifleman" "pr_mec_soldier1"
gameLogic.setKit 2 2 "us_rifleman" "pr_us_soldier1"
gameLogic.setKit 1 3 "mec_specialist" "pr_mec_soldier1"
gameLogic.setKit 2 3 "us_specialist" "pr_us_soldier1"
gameLogic.setKit 1 4 "mec_medic" "pr_mec_soldier2"
gameLogic.setKit 2 4 "us_medic" "pr_us_soldier2"
rem -----------------------------------------------------------------------------
gameLogic.setBeforeSpawnCamera -479/31/-413 -144/-13/0
if v_arg1 == BF2Editor
[b]LevelSettings.CustomTextureSuffix "muttrah"[/b]
else
[b]texturemanager.customTextureSuffix "muttrah"[/b]
endIf
rem -----------------------------------------------------------------------------
GameLogic.MaximumLevelViewDistance 700
rem -----------------------------------------------------------------------------
gameLogic.setDefaultNumberOfTicketsEx 16 1 300
gameLogic.setDefaultNumberOfTicketsEx 16 2 300
gameLogic.setDefaultNumberOfTicketsEx 32 1 300
gameLogic.setDefaultNumberOfTicketsEx 32 2 300
gameLogic.setDefaultNumberOfTicketsEx 64 1 350
gameLogic.setDefaultNumberOfTicketsEx 64 2 350
gameLogic.setDefaultNumberOfTicketsEx 128 1 50
gameLogic.setDefaultNumberOfTicketsEx 128 2 50
gameLogic.setDefaultTimeToNextAIWave 8
gameLogic.setTicketLossAtEndPerMin 1000
gameLogic.setTicketLossPerMin 1 5
gameLogic.setTicketLossPerMin 2 5
rem -----------------------------------------------------------------------------
rem -----------------------------------------------------------------------------
renderer.globalStaticMeshLodDistanceScale 1
renderer.globalBundleMeshLodDistanceScale 1
renderer.globalSkinnedMeshLodDistanceScale 1
renderer.tweakfarplane1p 10000001
renderer.tweaknearplane 0.08
gameLogic.setTeamDropVehicle 1 "mark_team1"
gameLogic.setTeamDropVehicle 2 "mark_team2"
The line texturemanager.customTextureSuffix "muttrah" means that it will load textures with the "_muttrah" on the end of them, like the "mecity_01_c_muttrah.dds" texture instead of the "mecity_01_c.dds" texture.
This is so some maps can make there textures look different than others etc.
Now the editor has fully loaded let me try and explain this with pictures.
Now here is muttrah with default textures, you will probably notice it looks different than it dose ingame, the buildings look like a very different colour etc.
Now if I switch it over to use the custom texture mode of "muttrah" it will use all textures with "_muttrah" on the end of them over the normal, default textures, and then it looks like so, like it dose ingame:

Also note in the conceal at the bottom you will notice all the textures its reloaded.
Notice how the city now looks "white washed" like the real one dose in r/l, I had to edit the colour textures to make the buildings look like the real muttrah buildings, as all the browns, reds etc didn't work.
Now if I load the "_woodland" textures you will notice all the signs etc change to Chinese, these textures where made for sunset city etc.
Now this is fine, it dont effect ingame performance etc at all since its simply replacing textures it would normally use with others and dose not use up any more ingame memory, only makes the download size of the mod a little bigger.
BUT what your doing, is asking the map that will have this static on to load BOTH the "mecity_01_c.dds" AND the "mecity_01_c_muttrah.dds" textures by forcing your statics to use it, which this is a very bad move since these texture pallets are not small and this would be the only static in the map using it, unless you had ALL the maps using this static using the _muttrah textures which wouldn't be a good idea...
Do you understand now?