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 Forum index » Featured Projects » Twisted Insurrection » Your Input
Tunnel Tutorial
Moderators: Aro, Crimsonum, ErastusMercy, Lin Kuei Ominae, ^Rampastein
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TrainStation
Civilian


Joined: 06 Nov 2017

PostPosted: Mon Nov 06, 2017 10:31 pm    Post subject:   Tunnel Tutorial
Subject description: Need a good explanation for setting up tunnels in your map? Look here.
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TUNNEL TUTORIAL

If you're like me, you might have been interested in making your own maps with tunnels and you tried it in the FinalSun/FinalTI editor and it doesn't work when you try playing the map.  I've looked everywhere for full information on this matter and I can't seem to find it.  After quite a bit of testing, I've figured out how it works.  If you need help with tunnels, this is my gift to you.

Firstly, don't use the editor's tunnel creator.  Go to this page.  (Credit to Q45 for this amazing tool)

Once there, you will be able to open the tool, it does come with its own instructions as well.  Primarily, you need to find the coordinates of the middle tiles of the tunnel entrances.  Don't worry about the other ones.



To make this much easier to identify, I'll show you the exact spots of the tunnel entrances.  I've marked them just like how you should imagine them inside the tunnel tool linked earlier.  Remember, you want the coordinates of the middle tile in the three marked tiles.



To find the coordinates, place your mouse over the "middle tile" of the tunnel and look here look here.  Jot this number down in a notepad or just keep it in mind.



Now that you have the coordinates, place them into the tunnel tool above.  Red or orange does not matter, just make sure the ends look appropriate.  Note that the coordinates in FinalSun/FinalTI will be backwards.   (For example, coordinates in Final sun will read 75/50, but the Tunnel Tool should read 50/75.  There is an option in the tunnel tool to swap these numbers when clicked).  Once the coordinates are entered into the Tunnel Tool, simply create your tunnel.  Your tunnel may have turns and curves in it as well.



Once you have a nice tunnel created that fits your terrain, you will need to use the "Copy to Clipboard" option in the Tunnel Tool.  Copy/paste this information into a notepad.  It should look similar to this:



Each tunnel should create 6 lines of text, so if you want to make additional tunnels, use the "Index" function and add the lines to your text document.  Note that the Tunnel Tool starts at 0, so you should be increasing in increments of 6 each time.



Once your notepad has every tunnel on it, you will need to add via Ini Editing. (Don't worry, you can add/remove/edit things in this notepad later)  Save the notepad as "Tubes.ini" and place it where you remember it.  Once done, go to INI Editing in FinalSun/FinalTI and import the .ini file.



Now that it is in your map, simply save it and try it out.  As a suggestion, I recommend marking each of your tunnels in some way to help you find the specific 6 lines of text for a specific tunnel so you can easily edit it later.  You can also check them by coordinates as well.

Key Words: #Tutorials #Mapping #Modding #TiberianSun #Firestorm #FinalSun #Tunnel 

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Nov 06, 2017 10:58 pm    Post subject: Reply with quote

Now that's what i call an excellent tutorial.
Approved!

@Banshee: can you upload the images to PPM?

btw, i've allowed myself to add some keywords.
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PussyPus
Cyborg Commando


Joined: 14 Jul 2015
Location: The Arab Country, Time Travel?

PostPosted: Mon Nov 06, 2017 11:23 pm    Post subject: Reply with quote

This will give modders of TS & RA2 to make tunnels easier for their mods.
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HG_SCIPCION
Cyborg Cannon


Joined: 07 Jun 2013
Location: Perú

PostPosted: Mon Nov 06, 2017 11:38 pm    Post subject: Reply with quote

whoa.... Really... this tutorial is good and very helping for the modder... I will make some tunnels right now!

Thanks you!
Do you have more tutorials like this?
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TrainStation
Civilian


Joined: 06 Nov 2017

PostPosted: Tue Nov 07, 2017 12:08 am    Post subject: Reply with quote

Sorry, I don't.  I joined the forum to specifically post this tutorial because I spent a few hours trying to figure it all out and once I did, everything went MUCH smoother for my Twisted Insurrection map.  Due to the lack of a tutorial with pictures (That I could find, maybe I missed it), figured I'd save everyone some trouble of having to figure it out on their own.  

I threw this together real quick with MS paint lol Very Happy

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E1 Elite
Cyborg Commando


Joined: 28 May 2013

PostPosted: Tue Nov 07, 2017 8:46 am    Post subject: Reply with quote

In FinalSun with Marble Madness tiles like the one included in TS Client,
the entrance marking can also be seen in framework mode (Ctrl + F).

For these 3 entrance/exit cells, tunnel graphics in the game is assigned
with the Tunnel's Terrain Type (represented by number 5). A tunnel enter
cursor is shown in the game on mouse over, on these 3 cells. When tubes
entries are plotted with these correct entrance cells, selected units when
clicked on the enter tunnel cursor, will automatically move to the other
end of the tunnel. In case those marked coordinates for tunnel entrances
are not chosen for tubes entries, tunnels still works with limitations. An
alternate path reachable by land to the other end is needed for such tunnels
to work. Even a working tunnel will stop functioning if the alternate route
becomes unreachable in game like a bridge getting destroyed which was
the only alternative path to reach the other end.

In cases where train carriages get disconnected in the game, due to train
crushing some units inside the tunnel, instead of removing one entire
line to make it one-way for such tracks, the middle line could be switched
to the next cell for example
Code:
[Tubes]
0=80,80,0,80,70,0,0,0,0,0,0,0,0,0,0,-1
1=80,70,4,80,80,4,4,4,4,4,4,4,4,4,4,-1
2=81,80,0,81,70,0,0,0,0,0,0,0,0,0,0,-1
3=81,70,4,82,70,-1    ;The facing entry 4 could be changed by 1 value if turn looks drastic.
4=82,80,0,82,70,0,0,0,0,0,0,0,0,0,0,-1
5=82,70,4,82,80,4,4,4,4,4,4,4,4,4,4,-1


Other limitation of tunnels in game:
- A map can have a max of 127 tunnel lines, 21 tunnels with 6 lines each.
- Tunnels traversing different heights have problems, so should be kept
on same height level.

When the tunnel lines are drawn crossing or intersecting each other, a unit
would wait for the next cell (if that cell was occupied) to get cleared, in the
game to proceed further.

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Tue Nov 07, 2017 10:37 am    Post subject: Reply with quote

Now this is a good tutorial. Consider this thread stickied Cool

I've never noticed the "Insert another INI file content" button before, that's pretty handy! I've always had to close the map editor, open the map in Notepad and add/edit the [Tubes] section there.

Funny how even someone like me, who've made TS/TI maps for the last 12 years, can still learn something new.

E1 Elite wrote:
In cases where train carriages get disconnected in the game, due to train
crushing some units inside the tunnel


Are you sure this is possible? I don't recall ever having units crush others inside tunnels. They just seem to pass through one another as if they didn't occupy any physical space.
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E1 Elite
Cyborg Commando


Joined: 28 May 2013

PostPosted: Tue Nov 07, 2017 11:19 am    Post subject: Reply with quote

I have seen train carriages getting disconnected, not sure if it is train speed
or infantry/visceroids coming accross in the tunnel or some terrain reason.
But I have been using the one-way technique mentioned above.

Not sure on crushing but I have seen the units wait for the next cell to get
cleared to move further instead of passing through that unit in cases of
tunnel lines crossing each other.

Edit: Looks like game behaves differently for units travelling from same
direction and opposite direction in the tunnel. Units coming from opposite
direction pass through and same direction checks for cell occupied status.
So, the one-way technique I was using was not needed at all. Even to and
fro path being same or different wouldn't have benefit of one over other.

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Banshee
Supreme Banshee


Joined: 15 Aug 2002
Location: Brazil

PostPosted: Wed Nov 08, 2017 7:31 am    Post subject: Reply with quote

Lin Kuei Ominae wrote:
Now that's what i call an excellent tutorial.
Approved!

@Banshee: can you upload the images to PPM?

btw, i've allowed myself to add some keywords.


The images are now hosted at PPM and the keywords were approved.

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swirekster
Energy Commando


Joined: 28 Feb 2011
Location: in soviet Poland >:D

PostPosted: Wed Nov 08, 2017 9:32 am    Post subject: Reply with quote

it would be nice to have more tutorials like this Smile
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Q45
Tiberian Fiend


Joined: 28 Feb 2009
Location: Tampere, Finland

PostPosted: Wed Nov 08, 2017 8:42 pm    Post subject: Reply with quote

Awesome tutorial! Just what the tunnel editor was missing, thank you. Smile
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