Difference between revisions of "Generate High resolution LOD textures"

Jump to navigation Jump to search
no edit summary
imported>Blade9722
imported>Blade9722
Line 44: Line 44:




<pre>
<tt>
for /L %%a in (-65,1,63) do for /L %%b in (-64,1,64) do copy /b .\base.tga .\"Tamriel."%%a"."%%b".tga"
for /L %%a in (-65,1,63) do for /L %%b in (-64,1,64) do copy /b .\base.tga .\"Tamriel."%%a"."%%b".tga"


Line 55: Line 55:
for /L %%a in (0,1,9) do for /L %%b in (0,1,9) do move /y .\"Tamriel."%%a".0"%%b".tga" .\"Tamriel.0"%%a".0"%%b".tga"
for /L %%a in (0,1,9) do for /L %%b in (0,1,9) do move /y .\"Tamriel."%%a".0"%%b".tga" .\"Tamriel.0"%%a".0"%%b".tga"


</pre>
</tt>


Double click it. This will copy base.tga lots of times, generating lots of Tamriel.xx.yy.tga files. This because often not all the maps are generated by the CS (i.e. boundary is not exactly stopping at multiple of 32 cells), and the python assembly script will stop if it don't find a required file.
Double click it. This will copy base.tga lots of times, generating lots of Tamriel.xx.yy.tga files. This because often not all the maps are generated by the CS (i.e. boundary is not exactly stopping at multiple of 32 cells), and the python assembly script will stop if it don't find a required file.
Anonymous user

Navigation menu