ok, that makes more sense, tosalnu, and somewhat fits what i suspect also. i think rivers must be textures also, not sea level. rivers with bridges must be like castles, textures with models attached. i just dont know yet what texture numbers they are.
also, i've confirmed that there are 256 textrues. there is a file in the main dir called 'textures.txt'. when i opened it after saving my last map i found a list numbered from 0 to 255 with how many of each number texture had been used in my map. it listed EXACTLY the number of all the textures i had placed in my last map and what numbers they were. this is an easy way to find if you have any hidden errant textures on your map, you know, like if you have a texture on your map that is hidden behind a hill or something.
a few days ago when i was first learning to edit i had opened this file after doing some editing and found 1 texture with a number like 242 being used. the rest were all below 127, but that one with 242 confirms in my mind that the textures above number 127 do do something. it may also be the case that there is a double list of textures or rather that the list is divided in half, 0 - 127 and 128 - 255. in one half a given texture would do one thing and in the second half it might be the exact same texture but be doing something slilghtly different. for instance, texture 4 is grass and texture 132 might be the same grass but also have a river running through it. this might account for why the cursor just shows 0 - 127 when you scroll through all the textures. dont know really yet, just speculating.
ok, i've got a question for ya, tosalnu. when i'm editing textures and i click on a given texture, say #6 (woods edge), and i want to change it or rotate it, almost all of the other textures will change appearance, in cluding the one i'm working on as soon as i do make any change. visibly, this makes it almost impossible to then see my results as they would be on the finished map. the texture numbers dont change, but the appearance does, thus rendering a completely new look to the map. so if i want to then edit another # 6 texture i cant really tell its current orientation since the appearance has changed. it will still be a #6 but might look like an 86 or something else. the only way i can then see the true appearance is to save and reload the whole thing. this then makes changing textures a VERY tedious job, since i have to save after EVERY change and re-load. you know of any way to avoid this or does your editor not do this in the first place? when i made that first map i could get it to a point where i could at least rotate a texture without having the whole map change appearance on me. in this new map, i cant. and i'll be darned if i know why.
also, you had better take down my map from your web pages. it's bugged worse than we thought. it seems there's an area on the map where a spline or something else prevents troop movement completely. when troops hit this area they either get stuck or cant cross it. and if the troops happen to be running away they will form a nice little line right along the errant spline and sort of hang up. this errant spline cuts directly through that small patch of sea level that exists on one side in the woods. so again, another reason to stay away from sea level areas on a map.
just remove the map from your downloads and i'll send you a new one to replace it when i get finished with it.
but maybe, before you toss it completely you might want to run it once in 'winter'. this thing really looks good in winter
i still havent figured out the mystery of why .jjm's are being somehow saved into my TGA folder but it's still happening. perhaps the creator wanted an autosave feature and a separate place to put them as a backup. i dont know, but i've now got about 30 saved .jjm's with an extra sequential numbering as part of the file name. oh well.
one last thought on the textures; might it be possible that the higher numbered textures, 128 - 255 are relational? in other words, might they somehow set the texture itself by what is around it or maybe set models depending on what's around it. bah, i'm tring to explain this goofy editor with weird speculations now... lol.
K.
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