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Tile Placement
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Ich-Henker
Flamethrower


Joined: 06 Aug 2015
Location: Germany

PostPosted: Sat Aug 25, 2018 11:33 am    Post subject:  Tile Placement Reply with quote  Mark this post and the followings unread

So does anybody know something about tile placing hierarchy?
I managed to create a non-burrowing tile wich is buildable and placable but the use is limited by it being lower in the placement hierarchy then, for example, little dirt slopes or some sand. Is there a way to make the tile more dominant in it's placement process. It should be placed over dirt slopes or smudge graphics on sand and the like.

-PlaceAnywhere did not help. Morphable and AllowToPlace had no effect.

Thank you!

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Sat Aug 25, 2018 1:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

Typical flat tiles don't have any extra/z data, those can be placed one over another in FA2. Tiles having extra/z-data associated with it like the ramp or cliffs, can have additional graphics and information which the game can render above other tiles. Check those with XCC TMP Editor 1.05.

Overlays, smudges and other objects are placed on top of the terrain tiles.

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Ich-Henker
Flamethrower


Joined: 06 Aug 2015
Location: Germany

PostPosted: Sat Aug 25, 2018 1:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thank you!,

question is, can we add z-levels to tiles?

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Sat Aug 25, 2018 1:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yes, check with XCC TMP Editor 1.05. But eventually, map stores only one tile information per cell. And smudges etc. are drawn over the tiles.

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Ich-Henker
Flamethrower


Joined: 06 Aug 2015
Location: Germany

PostPosted: Sat Aug 25, 2018 2:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

There is no visible difference between a dirt slope and the in game buildable pavement tile but still it is marked as red space for building purposes so the pavement tile will not be build there but around it ... expandmd doesn't seem to read uniquely saved tiles from the mentioned editor ...

it is a building with totile= in it ...

visible difference means: no difference in the data when viewed with the tmp editor! dirt slopes and pavement have the same entries

Last edited by Ich-Henker on Sat Aug 25, 2018 3:41 pm; edited 1 time in total

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Sat Aug 25, 2018 3:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

Pavement is a flat tile, whereas slope has height component. So, it shouldn't be allowed to place pavement on slopes.

Try placing the tiles in ecache*.mix file for FA2 and temperat.ini file etc. could be placed loose in the game folder.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sat Aug 25, 2018 6:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

As E1 said you can only build pavement on flat surfaces.

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wiwimax
Soldier


Joined: 13 Dec 2016

PostPosted: Wed Jul 22, 2020 11:21 pm    Post subject:   Reply with quote  Mark this post and the followings unread

Mig Eater wrote:
As E1 said you can only build pavement on flat surfaces.


Is it water a flat surface, by logic it should be?

Via ToTile=

Is it possible to please any non-water tile (tile that can make buildings on it) over a water tile?

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Thu Jul 23, 2020 12:41 am    Post subject: Reply with quote  Mark this post and the followings unread

ToTile messes up pathfinding and not recommanded to use...

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