RHSAIO-ART

Please post here for questions and discussion about scenario design and the game editor for WITP.

Moderators: wdolson, Don Bowen, mogami

Post Reply
Buck Beach
Posts: 1974
Joined: Sun Jun 25, 2000 8:00 am
Location: Upland,CA,USA

RHSAIO-ART

Post by Buck Beach »

Now that I understand that AIO & ESO have the same OOBs (or do they??), what ART packages should I be using for the Ship and Aircraft.
el cid again
Posts: 16983
Joined: Mon Oct 10, 2005 4:40 pm

RE: RHSAIO-ART

Post by el cid again »

Actually - art IS the same.

In RHS, there is ONLY ONE ship art package - or one for each side - and it is used in ALL scenarios (and ALL levels).
Not all art is used in any given scenario.

In RHS there is ONLY ONE Allied air art package as well. There are some changes which should be made to 3 bitmaps - but when they are made the art will retrofit - and wether then or now - the scenario points at the bitmap it wants - not all being used.

There IS a difference between Japanese air art with Level - but ALL EOS family scenarios share the same Axis Air Art. Here again there are about 2 bitmaps that need changing - and Cobra is not able to make them. When someone makes them - the revised art will work in all games - past or future.

Our bitmap pointers are all correct - and they point at something useable - if not always correct. There are some ship art cases where we have pointers set for new art NEVER made - classes that used to share art are now split - but the same image is used both places. IF we get art for the class which is making do - we can just plug it in. There are also a couple of cases where we may take advantage of art not yet pointed at - but that is for me to do - with pointers.
Post Reply

Return to “Scenario Design”