Assume that the two folders containing the lightmaps inside the \sewers folder are called \BGTlights and \TuTulights; what's the code again?
You shouldn't even need separate folders, assuming the light maps are in the same format for all platforms, which they appear to be.
BEGIN @1 //Replacement Baldur's Gate sewer lighting for BG1, Tutu and BGT
ACTION_IF FILE_EXISTS_IN_GAME ~ar0224.are~ THEN BEGIN //BG1
COPY ~sewerlighting/lightmaps/fw0224lm.bmp~ ~override/ar0224lm.bmp~
~sewerlighting/lightmaps/fw0225lm.bmp~ ~override/ar0225lm.bmp~
~sewerlighting/lightmaps/fw0226lm.bmp~ ~override/ar0226lm.bmp~
END ELSE BEGIN
ACTION_IF FILE_EXISTS_IN_GAME ~fw0224.are~ THEN BEGIN //Tutu
COPY ~sewerlighting/lightmaps~ ~override~
END ELSE BEGIN
ACTION_IF FILE_EXISTS_IN_GAME ~ar7324.are~ THEN BEGIN //BGT
COPY ~sewerlighting/lightmaps/fw0224lm.bmp~ ~override/ar7324lm.bmp~
~sewerlighting/lightmaps/fw0225lm.bmp~ ~override/ar7325lm.bmp~
~sewerlighting/lightmaps/fw0226lm.bmp~ ~override/ar7326lm.bmp~
END ELSE BEGIN
FAIL @2 //This mod is not compatible with your platform - please check your install path.
END
END
END
This tested out on all three platforms. I did not go into the sewers on all 3 but I saw the difference in
DLTCEP and it looked fine for all three.
Also, delete the useless Windows-generated Thumbs.db files from all your subfolders, particularly the one you're copying to the override. If you don't see these, in Windows Explorer, go to Tools > Folder Options > View and select "Show hidden files and folders." They get generated any time you view a folder as "Thumbnails" and serve no purpose, since the system regenerates them every time you do that.
Now maybe you can help me with adding a door to an existing area...
[Edit: I have not always had perfect success with GAME_IS or ENGINE_IS checks, but from what I understand, the commands perform the same sorts of checks as FILE_EXISTS_IN_GAME, perhaps less precisely than what I did above, so you're better off specifying your own files.]
Edited by Miloch, 20 May 2009 - 10:38 AM.