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I wonder if it's at all possible to work around this and get the map to still have those trees even with all graphics shot up.
@yukaboy: Go
It might be if I make a whole new unit for a resource, But i dont yet have the skills to do so, For now shaders have to be turned from Ultra to high, HIgh shaders actually looks better anyways.
edit: looks like i quoted the wrong phrase
In case the trees are swapping back to mineral fields if the graphics settings are high, do this:
Find and delete this, at the MineralField actor:
ActorCreation
-Option Shader Ultra
-ModelSwap MineralFieldHigh
-Option Shader Extreme
There's another way (i think), deleting every event that has "level 0", "level 1", "level 2" and "level 3" written.
Quote from humodz: Goedit: looks like i quoted the wrong phrase In case the trees are swapping back to mineral fields if the graphics settings are high, do this: Find and delete this, at the MineralField actor: ActorCreation -Option Shader Ultra -ModelSwap MineralFieldHigh ActorCreation -Option Shader Extreme -ModelSwap MineralFieldHigh There's another way (i think), deleting every event that has "level 0", "level 1", "level 2" and "level 3" written.
Ill make sure to try this tomorrow.
I wonder if it's at all possible to work around this and get the map to still have those trees even with all graphics shot up.
@yukaboy: Go
It might be if I make a whole new unit for a resource, But i dont yet have the skills to do so, For now shaders have to be turned from Ultra to high, HIgh shaders actually looks better anyways.
edit: looks like i quoted the wrong phrase
In case the trees are swapping back to mineral fields if the graphics settings are high, do this:
Find and delete this, at the MineralField actor:
ActorCreation
-Option Shader Ultra
-ModelSwap MineralFieldHigh
ActorCreation
-Option Shader Extreme
-ModelSwap MineralFieldHigh
There's another way (i think), deleting every event that has "level 0", "level 1", "level 2" and "level 3" written.
Ill make sure to try this tomorrow.