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...DREAMCAST CHAO GARDEN!?
This is a really awesome mod! <3 Good work!!
I found a bug which messses up the assets if you install the Dreamcast Chao Gardens before Chao World Extended, it leads to a bunch of messed up assets: https://imgur.com/a/766KRdq
The problem is fixed if you exit the game, enable Chao World Extended and disable the DC gardens, then load the game and enter Chao World and the Hero or Dark Garden, then save and quit and close the game. Then re-enable the DC Gardens and reboot and all works fine. I suspect the issue is with how the SA2 Modloader boots mods which is causing the issue rather than either of the mods themselves.
Alternatively, open modloader and using the up/down arrows on the right hand side re-order the priority of the mods so Chao World Extended is at the top followed by the DC Gardens, that also fixes the issue. The order of priority when using both mods together seems to be important before booting the game.
*Edit* It seems to be the case with any of the mods which affect the Chao Garden including the Day/Night Cycle Mod, I guess a simple rule of thumb would be to put the DC Gardens at the BOTTOM of your priority list (i.e. order of boot) within the Mod Loader to prevent texture clashes and crashes.
actually if you load DC Garden AFTER Chao world extended (like be sure DC garden is below Chao world extended in SA2modloader)
and it should work
Edit: however any editing texture such as green hill garden or the day/night cycle mod will not work with DC garden yet, so be patient for CWE v8
I have problems with mod. When I replace files with mod files then this happening:
http://saveimg.ru/pictures/15-02-19/e295238717316a15f8d39562d9331d86.jpg
http://saveimg.ru/pictures/15-02-19/abf4d77e7f111714d19048165ddb196a.jpg
Maybe I doing something wrong. Can you help me?
Thank you very much for your help!
The GameCube transporter files are still in the files for the PC version of the game, but I'm not sure about the Dreamcast ones. I'll check and report back (if they are, it might be possible to mod them back in).
EDIT: Sadly, their textures are missing from the PAK files for the gardens. I'm not sure about the models. However, I also cannot find the used texture, so there's some hope.
Where the list is declared (TEXLISTS) loads all of the frames in the water, then tells the game what number of frames to use. Full code for animated water and custom stage models can be found in the Emerald Coast Mod: https://github.com/MainMemory/SA2EmeraldCoast/blob/master/LevelTest/LevelTest.cpp