whippersnapper wrote:.
I just noted another difference in the Mip-Map .Pngs
base.wz are 96dpi @ 8bit depth
Grim's are 72dpi @ 32bit depth
Hmm... I wonder if that could be the issue ?? In other words - Would making an 8bit depth copy of Grim's 32bit depth tertile page and then using Kage's tools to make 8bit depth Mip-Map .png sets from that... ? Hmmm.... thoughts anyone ?
Regards, whip
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Nope... that wasn't it........ Entirely that is... :-S
I did convert the 32bit Tertile Page to 8bit but when I ran the Python script it only converted the 128 set of Mip-Maps to 8bit .pngs - the other 3 sets of Mip Maps it converted to 24bit .pngs
So I ran the compatibly mod with just the 128 8bit Mip Map .pngs and it loaded the Arizona map (did NOT CTD, boy was that a relief) and I could see the new tertiles in game but only at one cast.... because I was of course running without the other 3 sets of Mip-Maps: 16, 32 & 64
THIS is what that looks like in-game where it's using the 128 Mip-Map set from the compatibility GRIMmod.wz and the other 3-sets of mip-maps from base.wz
So... something is up with the resultant 16, 32 & 64 Mip-Maps from the Python script conversion and I honestly am not zeroed in on what exactly...
In base.wz the Mip Map 128 & 64 sets are 8bit and the 32 and 16 sets are 24bit - and I tried that same bit depth combo with the custom tertile mip maps and it still CTDed. ... so where do I go from there is the ?
- whip
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