there are 111 in xcom and 113 in tftd. portholes are windows on a boat. the portholes use lofts 112 and 113, and if you're using the xcom 1 loftemps.dat, it will crash when something looks at it.
THATS IT. WORKS! You're a lifesaver WB. First turn without crash. Problem is 112 and 113 were set on the circular O (Oh) boat windows which are not available in old UFO. I simply put 0 (zero) on one line only to fake a smaller opening.
For future reference M vector is a variable from LOS and LOF templates calculations.
Now i have to approximate the SCANg data.
Speaking of which. I know this is not on your plate so to speak but volutar mentioned it may be possible to extend SCANg textures using PNGs without having to modify the scang.dat file. Although I wonder would it be easier to use custom scang.dat file or simply externalize all scang.dat textures into png/gif files? Anyway. My experiment was a success (so far). I will hopefully have this new mod with 2 level missions soon online map and missions is all that is left.
ALSO If anyone wants these maps /MCD data converted let me know i'll add a zip. My water I gotta say looks pretty and realistic not same color but then again TFTD has different palette. UFO has more blues and so I took advantage of that. Some items are off like bathtubs are yellow but i'm gonna make them grayscale with a bit of yellow instead. I'm not just approximating colors I am making them look UFOish.
hobbes. In your terrain mod the MCDs you ported from TFTD do you keep them split up or you combine them in one MCD? I am tempted to do this but I am afraid MCDs can't get too big.
Thanks for your help everyone.