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MapTool
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Starkku
Energy Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Tue Apr 11, 2017 5:06 pm    Post subject:   MapTool
Subject description: A tool that alters tile and object data in map files for Command & Conquer Tiberian Sun & Red Alert
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MapTool is a small open-source tool designed to apply changes to tile, overlay and object data of map files of Command & Conquer: Tiberian Sun & Red Alert 2 based on pre-defined conversion profiles. It is capable of performing operations such as converting maps from one terrain theater or another, or even between those two aforementioned games (potentially, this particular feature is not in yet, see release notes for v.1.0.0.0).

Download MapTool v.1.0.2.0
Version Archive
MapTool on GitHub

Installation Instructions:
Unpack the .zip archive to a directory of your choice. Then just run MapTool_UI.exe.

As of current, MapTool only runs on Windows operating systems, with Microsoft .NET Framework 4.0 as a requirement.

Release notes for v.1.0.0.0:
This initial release does not contain all possible theater conversion configurations in the selection of available conversion profiles. Some of these are completely unfeasible, others just have lots of complexity. It also does not have anything for TS as of now. It's possible I will look into TS<->RA2 conversions and Snow-TX <-> New Urban at some point, but for now what is included there has to do, unless someone else is willing to write more. If anyone's willing to do that and the results work, I don't mind including them in the official release.

Last edited by Starkku on Tue Apr 25, 2017 3:42 pm; edited 1 time in total

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TAK02
Grenadier


Joined: 28 Jun 2015
Location: ERROR: This guy is out of this world!

PostPosted: Tue Apr 11, 2017 5:22 pm    Post subject: Reply with quote

Good app! Smile
Now, let's mess up some maps...
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E1 Elite
Cyborg Informer


Joined: 28 May 2013

PostPosted: Wed Apr 12, 2017 4:59 am    Post subject: Reply with quote

Nice work, it gets fairly close for further edit. It can potentially make
available a lot of maps if TS to RA2 and RA2 to TS profiles are generated.
Probably [Terrain] objects could also have a profile rule, to replace one
tree with another.

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G-E
General


Joined: 09 Feb 2015

PostPosted: Wed Apr 12, 2017 5:35 am    Post subject: Reply with quote

First bug found, RA2 temp->snow doesn't do water caves... FA2 demands fixing and it shows up as blank tiles.
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Starkku
Energy Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Wed Apr 12, 2017 6:28 am    Post subject: Reply with quote

E1 Elite wrote:

Probably [Terrain] objects could also have a profile rule, to replace one
tree with another.


I can probably extend ObjectRules to affect TerrainTypes.

G-E wrote:
First bug found, RA2 temp->snow doesn't do water caves... FA2 demands fixing and it shows up as blank tiles.


Not as much of a bug as just a terrain limitation. Vanilla snow theater does not have water caves - they are added by TX. I made design decision to prioritize converting to TX tiles where needed, since in most cases from vanilla theaters to TX, the corruption they cause is limited and some cases fixed by allowing map editor to attempt to fix it (which usually replaces the blank tiles with clear ones). For temperate to newurban conversion this is noted separately in description due to there being way more of such tiles.
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G-E
General


Joined: 09 Feb 2015

PostPosted: Wed Apr 12, 2017 2:12 pm    Post subject: Reply with quote

Well in this case they could be remapped to ordinary cliff tiles, perhaps you can add a checkbox to force "strict" conversion for vanilla RA2 terrain?

If you have to add it to the conversion profiles, you could add a section for these strict exceptions easily enough no?
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Starkku
Energy Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Wed Apr 12, 2017 2:48 pm    Post subject: Reply with quote

That is one potential way to address it. I initially wanted to do separate profiles for TX and non-TX but it would've probably cluttered the interface - albeit it would in my opinion be more logical approach than adding a new feature to have one profile contain two toggleable sets of rules, something that isn't really broadly applicable or useful.

Regardless of which route I'd take, certain conversions would give broken results in one way or another without use of TX or alternatives, since for an example desert theater lacks water cliffs entirely and substituting them with regular ones is kind of nonsensical. So some issues would just be plain unfixable, left for end-user's consideration.
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E1 Elite
Cyborg Informer


Joined: 28 May 2013

PostPosted: Thu Apr 13, 2017 7:00 am    Post subject: Reply with quote

Attaching a sample set of terrain profiles for TS.

In overlay, 255 isn't removing the overlay. Was trying to remove sandbags
and veins, it didn't work. Though replacing sandbags with wall works.


TSProfiles.zip
 Description:

Download
 Filename:  TSProfiles.zip
 Filesize:  3.54 KB
 Downloaded:  3 Time(s)


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Starkku
Energy Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Thu Apr 13, 2017 11:14 am    Post subject: Reply with quote

Overlay thing will be fixed in next release.

The scripts appear to work fine, given the somewhat big differences there are between the two theaters in TS (particularly how shores and water cliffs tend to work). Would you mind if I include them in the official build, with slightly altered descriptions to fit in with the rest? If yes, is using your username here in the project's readme fine or if you want to be acknowledged by some other name?
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E1 Elite
Cyborg Informer


Joined: 28 May 2013

PostPosted: Thu Apr 13, 2017 11:38 am    Post subject: Reply with quote

Attached are couple of extra files to replace building etc. Have put the code
for overlay removal and replacing trees, which has to be tested after feature
gets implemented. These could accompany the TS terrain profiles in next
release.

Feel free to change the description in profiles as you see fit. If you want to
include my PPM name in readme, that is fine as well.


TSProfileXtra.zip
 Description:

Download
 Filename:  TSProfileXtra.zip
 Filesize:  962 Bytes
 Downloaded:  6 Time(s)


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HG_SCIPCION
Tiberian Fiend


Joined: 07 Jun 2013
Location: PerĂº

PostPosted: Sun Apr 23, 2017 3:49 am    Post subject: Reply with quote

Very interesting tool Wink

A good help for fast replace and excelent for change isometric codes of the theatres...

A question, how optain this information about the tiles?

Code:
[TileRules]
148-171|176-199
172-182|200-210
183-248|211-276
249-264|277-292
265-285|293-313
286-299|314-327
340-347|368-375
356-365|384-393
386-386|696-696
387-402|697-712
403-412|434-443
413-416|430-433
417-430|735-748
431-446|749-764


Rolling Eyes This tool is magic for terrain makers!
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Starkku
Energy Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Sun Apr 23, 2017 6:56 am    Post subject: Reply with quote

The command line tool (MapTool.exe) can be run with argument -l to output a list of tile data based on input file -i (should be theater config ini file like temperat(md).ini) to output file -o (a plain text file).
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Starkku
Energy Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Tue Apr 25, 2017 3:42 pm    Post subject: Reply with quote

New build is available. Download MapTool v.1.0.2.0 from here.

Changes:

* Added several new conversion profiles to use with TS, compiled by E1 Elite.
* ObjectRules is now applied to map Terrain(Type) list.
* Destination value of 255 is now correctly parsed from OverlayRules - resulting in the matching overlays being erased from the map.
* INI files that do not have ProfileData section are no longer displayed in the GUI.

Cross-game conversions and the RA2/YR Vanilla/TX separation are still on my future to-do list.
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E1 Elite
Cyborg Informer


Joined: 28 May 2013

PostPosted: Tue Apr 25, 2017 6:45 pm    Post subject: Reply with quote

Tested v1.0.2. Overlay 225 bug is fixed and tree replacements also work.

In TS object replacement profile, the vein/veinhole overlay indices were
wrong. Attaching the corrected file.


ts_tem2snoobj.zip
 Description:

Download
 Filename:  ts_tem2snoobj.zip
 Filesize:  645 Bytes
 Downloaded:  1 Time(s)


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