October 31, 2002, 08:54
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#1
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Emperor
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Tile View quandary
I want to add new terrains to the til file, but im having some trouble editing the Cut-out Value. The value which tells the til file which side/s of the terrain is "open" or without a section.
I add my new terrain tga as a new terrain at the end of the til file, i give it valid and unused index and Tileset Index, then i click on the side/s i want to be cutout, press ok... but the cut out value is always "0", no matter which boxes i tick on the edit > edit > tile screen.
Does anyone know how to change it? Or what i might be doing wrong?
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October 31, 2002, 11:56
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#2
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Prince
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I don't know, I've only replaced terrain, not added it. But I have found that the script import is a far safer way of adding things that the in-program functions. Try making tile graphics and rules in the script.
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October 31, 2002, 13:28
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#3
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Super Moderator
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You need to do the cutout in your paint program and then use the boxes.
Actual I use the tile edit for adding stuff instead of the script, because there was one issure with the colour palette, there was something with the internal number of colors in the *.til files and with possible number of colors that can be used in a *.tga image.
-Martin
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November 1, 2002, 10:29
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#4
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Quote:
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Originally posted by Martin Gühmann
You need to do the cutout in your paint program and then use the boxes.
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Can you be more specific? If you mean to actually create the images, i already have all the tga's for each of my terrains, theyre from ctp1.
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November 1, 2002, 16:31
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#5
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Quote:
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Originally posted by Maquiladora
Can you be more specific? If you mean to actually create the images, i already have all the tga's for each of my terrains, theyre from ctp1.
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If you have all the *.tga's from CTP1 then there is no need for cutting out the borders in a paint program, and actual I think this would do TileEdit automaticly.
Fact is that I was able to add my purple hills without any problems and the tiles with the cutout borders have the right number, you could try to tick the boxes when you add the tile graphics to the file.
-Martin
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November 2, 2002, 07:40
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#6
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Well i decided to replace the terrains instead, whatever the reason was for the cutout value not working, maybe i chose invalid index or something.
Anyway my last question is, if i make a scenario with an edited gtset555/556.til file, will it use the modified tile file in the scenario? I ask because i havent seen this done before in a scenario. I assume it would.
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November 2, 2002, 07:50
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#7
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Okay nevermind, i tested it (which it probably what i shouldve done before) and it works.
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November 2, 2002, 12:25
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#8
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Super Moderator
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Quote:
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Originally posted by Maquiladora
Well i decided to replace the terrains instead, whatever the reason was for the cutout value not working, maybe i chose invalid index or something.
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Actual it should work by just adding the new tile graphics.
Quote:
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Originally posted by Maquiladora
Anyway my last question is, if i make a scenario with an edited gtset555/556.til file, will it use the modified tile file in the scenario? I ask because i havent seen this done before in a scenario. I assume it would.
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There is a scenario that uses a modified tile file, it was released just after the patch release it is Activision's WW2 scenario, its tile file contains to additional tile improvement graphics.
-Martin
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November 2, 2002, 12:59
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#9
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Argh i still cant set my new cutout values. In fact whenever i select edit > edit > tile, then i just press ok it resets the cutout to "0" and wont go back no matter how many times i try and whichever boxes i tick. I must be doing somethin wrong or the program got corrupted somehow.
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November 2, 2002, 13:20
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#10
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Super Moderator
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OK I just tried it on tiles that don't have the cutout portion it didn't work, then my only suggestion is to delete the new graphic and readd it. And when you readd it to select the right boxes. Alternativly you should post in that thread:
http://apolyton.net/forums/showthrea...threadid=24898
Or use the email link there to email your problem directly to Martin The Dane.
-Martin
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November 3, 2002, 10:45
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#11
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King
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Maq, how many tiles have you added so far?
Are you adding in the Apolyton Tile File or in the original one?
What number for the tileID are you using?
Nothing related to the problem, i am just curious...
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Last edited by Pedrunn; November 3, 2002 at 10:58.
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November 3, 2002, 11:24
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#12
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Well when i was adding them i added them at the end of the apolyton tile file. For example the ctp1 forest i added first which was
tileID - 2700 - 2706
terrainIndex - 27
tile no. 310-316
I dont think it matters much now though because the cutout value wont change even when i tried to edit the tga image of the first original forest from the original tile file.
I can remember using it before and it worked when i tried to make some new grassland with a shield on and take out swamp, it worked fine.
Ill try later and download tileview again.
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November 4, 2002, 21:13
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#13
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Emperor
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Fresh download and unzipped, still does the same Can someone else try it? I know Pedrunn and IW you worked alot with tileview and i know you worked only with the tileimps but did you ever notice that with the cutout value on terrain editing?
I actually edited in all the plains and forest tga's and tested them in ctp2 and didnt notice any anomalies, no psychedelic borders or black tiles.
What would a wrong cutout value actually do?
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November 4, 2002, 23:10
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#14
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King
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I added all purple hill graphics and some borders from on til file to another for the new Apolyton Tile File version and i had no problem with it at all.
I also added the graphics the undersea mountains from BigMc graphics without problem (I just had to re-size them though).
All seems to work nicely to tell you the truth.
Actually i did not even understand your problem.
As far as i understand plus my experience,
I may be wrong but i used to have a wrong value (dont remember the msg exacly) after doing some edit > edit several times. The only way i found to solve this was to press ok, then save the til file, and them close the tile file. The i re-open the til file i saved, getting from the time i stoped. Some terrains later the msg show up again. I save, close, open and start the work again . And this way going on until all tiles are added.
I dont know if that is what you experieced but it is a bug that shoud have been reported before
If i send you the new version of the ATF would you add the new stuff in it?
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Kill all and you are a God!"
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November 5, 2002, 10:27
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#15
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Quote:
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Originally posted by Pedrunn
If i send you the new version of the ATF would you add the new stuff in it?
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Sure.
The 'new' stuff im going to add are all the ctp1 terrains. At first i just wanted to add forest but it seemed like i should just add them all to the end of apolyton tile file.
The terrain wont take long really, the borders even less, but the tile rules will take some time. Thats all of course if i can get the cutout value sorted out.
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November 11, 2002, 09:21
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#16
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Prince
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What? Bugs in my program? And nobody told me!!!!!!
I don't dislike bugs, I hate bugs!!!!!! So pleese send me any bugreports you might have, and I'll se what I can do.
Seems like there is somthing that does not work as it should. I recently upgraded my desktop to Win98 se. So now I have two versions of windows running, and well TileEdit does not behave the same on both versions.
I'll look into this and se what I can do. What version of Windows are you using?
In the meentime feel free to drop me anote
Martin the Dane
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November 11, 2002, 12:42
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#17
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Super Moderator
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Martin did you recaived my last email, I had an interesting idea, but I didn't received neither a reply nor a returned email.
-Martin
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November 11, 2002, 12:46
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#18
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Prince
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Maquiladora, I forund the bug you mentioned, it is fixed now.
You can download the updated version from the TileEdit Homepage
There's a patch as well.
I'll send the new version to the directory as soon as the bug Pedrun mentioned has been identified and fixed. So Pedrun, could you mail me a description of the bug, I have not been able to replicate it
Martin.
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November 11, 2002, 13:10
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#19
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Woohoo it works!! Thanks for the quick fix Martin tD
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November 11, 2002, 13:28
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#20
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Prince
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What's a cutout value?
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November 11, 2002, 13:34
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#21
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Prince
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Hi Martin,
Yes I did get your e-mail, but well I forgot all about it again. I have been rather bussy lately, moving, starting my own bussines etc. etc.
Martin the Dane
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November 11, 2002, 13:52
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#22
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Prince
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Quote:
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What's a cutout value?
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Hi IW, the cutout value is a number describing the black or cut-out sides of the tiles. These coresponds to the borders.
A tile can have one or a sum of thefollowing cutout values: - 0 No coutout borders
- 1 SW border is missing
- 2 NW border is missing
- 4 NE border is missing
- 8 SE border is missing
So a cutout value of 3 means that both the SW and NW borders are black.
Martin
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November 11, 2002, 14:45
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#23
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Prince
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Oh, I thought so, I couldn't figure out why you'd want to alter them, since you can just overwrite existing terrain. But Maq is adding them... so yeah, that would help.
Thanks for the quick response and fix Martin
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November 13, 2002, 18:25
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#24
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*sigh*
Well i added all the ctp1 terrains/borders/rules to the end of the apolyton tile file, with new tileset indices but as i kind of expected, it didnt work. It crashed to desktop just as the new game is almost loaded. I guess ill have to check through, theres sure to be one or two wrong numbers in there ARRRRGH. Oh well it didnt take half as long as i expected.
Perhaps they will need to be edited over the original ctp2 tga's rather than creating new ones, because im sure the crash is caused by conflicting tile rules somewhere (i copied them from ctp1).
The ctp1 terrains could only be used altogether anyway because of the intertwined rules they rely on each other, so they cant be used with ctp2 terrains without altering the tile file each time, which of course defeats the point of having a universal tile file.
So if anyone wants to play ctp2 with ctp1 terrains, it would have to be a scenario situation with edited original ctp2 terrains (unless i can find the conflict). Or youd have to replace your tile file each time, which isnt very practical.
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November 15, 2002, 16:28
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#25
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If anyone wants the tilefile with all the ctp1 stuff i put in btw i might upload it to the modmakers website, if someone wants to debug it for me
Im gonna edit the existing ctp2 terrains to ctp1 terrains this time, and just make some kind of ctp1 mod, or use it in a scenario too, if anyones interested.
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November 16, 2002, 08:25
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#26
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Prince
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Yeah, upload it Maq. I'll take a look. I kinda liked some of the old terrains.
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November 16, 2002, 12:22
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#27
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Ill take it i dont need to upload gtset565.til. If you open gtset555.til in tileview you can save it and generate a new one so...
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November 16, 2002, 12:41
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#28
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Prince
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upload 565. It's the one the game uses.
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November 16, 2002, 13:17
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#29
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k you can download it here.
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