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Final Alert 2, Edit terrain generate bug with "autoshore"
Moderators: Global Moderators, Red Alert 2 Moderators
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HG_SCIPCION
Gauss Rifle Trooper


Joined: 07 Jun 2013
Location: Perú

PostPosted: Mon Dec 19, 2016 5:59 am    Post subject:  Final Alert 2, Edit terrain generate bug with "autoshore" Reply with quote  Mark this post and the followings unread

Always using that I use Final Alert with new terrain, the autoshore dont works... and why? what happen?

I see the same problem in TI,Rewire and others that I don't remenber :/
#Mad  #Mad  #Mad  #Mad  #Mad

Final Alert 2 with vanilla terrain, the autoshore works fine:




Final Alert 2 with edited terrain, only editing the file "Clear01" (Without using variations a,b,c,d,e,f,g) Autoshore don't works:




Final Alert 2 with a total new terrain, Autoshore don't works:
check, the autoshore is enable....


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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Dec 19, 2016 7:28 am    Post subject: Reply with quote  Mark this post and the followings unread

upload the original TMP files and your modified ones to compare them.
IIRC there was a bit-flag in a tmp that is set by default by one of the TMP editors, which breaks the auto-LAT functionality.

I think it was the "Had Damaged Data" flag.
Try analyzing the files with TMP Shop (see signature) for differences/bugs.
In TMP Shop select "Sidemenu Settings"->Single Frames. There are most (all) header flags shown/editable.

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Mon Dec 19, 2016 9:15 am    Post subject: Reply with quote  Mark this post and the followings unread

I think he's not declaring them correctly in his [General] section in the theater ini.... you have to explicitly use the xxxxTOxxxxLAT, and are thus limited to the few categories that have LAT.

On the plus side, like when I replaced concrete ramps with grass ramps for morphable terrain, I was able to keep the concrete ones as ordinary tiles. The only side effect of doing this with morphable terrain is the leveled ground usually becomes ClearTile, and I don't want to switch that in urban where grass has must remain SandTile for other LATs to work. This means a tiny bit of extra work filling the resulting ClearTile areas with grass in the map editor after making my hills.

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