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Author Topic: d12 and Mayday/Beefmo graphics  (Read 918 times)

Sepis

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d12 and Mayday/Beefmo graphics
« on: July 08, 2009, 06:33:32 pm »

I'll open with an apology if anyone has discussed this before, but I couldn't find anything via the magical search box.

I am currently using d12 and the Beefmo/Mayday for graphics, and have noticed that for some reason a handful of the tiles seem messed up.  My plump helmets are showing up as purple trees, and assorted vermin like spiders which used to have their own tile now show up as just dots, and turtles have turned into rough gems.  The actual png file containing the tiles doesn't appear to be corrupted, so is there anything I can do to try and correct this?

Thanks in advance.
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Kilumanjaro

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Re: d12 and Mayday/Beefmo graphics
« Reply #1 on: July 08, 2009, 06:45:07 pm »

the Mayday Graphical version also makes lots of changes in the raws to change the tiles of vermin and various stones, trees and plants.  When you overwrote the RAWS folder with d12, those things changed back to default.  Just copy the Raw folder from a fresh DL of Mayday and you should be gold.
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Sepis

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Re: d12 and Mayday/Beefmo graphics
« Reply #2 on: July 08, 2009, 06:51:46 pm »

I always forget the simplest things.  Thanks.
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