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new tmp editor?
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Jokeman
Soldier


Joined: 28 Apr 2004
Location: Vienna (Austria)

PostPosted: Wed Dec 21, 2005 7:40 pm    Post subject:  new tmp editor? Reply with quote  Mark this post and the followings unread

hi!

i plan to develop a new tmp editor based on the editor i've programmed for rotd.

you can find all infos on my weblog for the project. please tell me, what you think  Wink



tmpviewerscreenshot.png
 Description:
screenshot of the demo tmp viewer
 Filesize:  99.48 KB
 Viewed:  5207 Time(s)

tmpviewerscreenshot.png



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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Thu Dec 22, 2005 7:24 am    Post subject: Reply with quote  Mark this post and the followings unread

sounds cool and simple! continue the work, Jokeman Smile

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Thu Dec 22, 2005 2:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

ah great, some work. please if you are going to make a new one, fix the extra image bug thing.. i had laods of trubble with recoils tiles

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Jokeman
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Joined: 28 Apr 2004
Location: Vienna (Austria)

PostPosted: Thu Dec 22, 2005 2:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

what extra image bug thing?

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Thu Dec 22, 2005 3:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

when making cliffs, the extra image gets all f'ed up and the transpancy part goes all odd, then makes the image bleed ingame

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Jokeman
Soldier


Joined: 28 Apr 2004
Location: Vienna (Austria)

PostPosted: Thu Dec 22, 2005 3:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

making cliffs with what tool? XCC tmp editor?

i'm not using the code of the XCC tmp editor...
so there will be no bugs of it in my tool

but maybe, there will be new bugs  Razz

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Jokeman
Soldier


Joined: 28 Apr 2004
Location: Vienna (Austria)

PostPosted: Wed Dec 28, 2005 10:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

hi!

work on my tmp editor is going on... exporting as images with drag and drop is working

but i still have some problems, reading all the infos of the tiles

the tmp tile header of the xcc code:
Code:

struct t_tmp_image_header
{
   __int32 x;
   __int32 y;
   __int32 extra_ofs;
   __int32 z_ofs;
   __int32 extra_z_ofs;
   __int32 x_extra;
   __int32 y_extra;
   __int32 cx_extra;
   __int32 cy_extra;

9*4 byte = 36 byte
everything ok so far

Code:

   unsigned int has_extra_data: 1;
   unsigned int has_z_data: 1;
   unsigned int has_damaged_data: 1;

3*4 byte?
here i have a problem:
36 byte from above plus 12 byte here = 48 byte
but the height (the next value in the header) is at the 41th byte (i've tested this)
i have 8 bytes too much

so i read one byte for each value and one additional unknown byte
but this can't be right... i get more than 2 different values for has_extra_data, although it should be a boolean
and has_z_data and has_damaged_data has the same values for all temperat files

i'm not that experienced in c++
what is the ": 1" after "unsigned int has_extra_data"?

is it one "unsigned int" (4byte) for all 3 values? and the "1" means that i only read the next one bit of this int? but why using 4 byte for 3 bit information? and how do i have to read the bits in this int? from left to right or from right to left?

any idea how this is working?

here the rest of the code:
Code:

   __int8 height;
   __int8 terrain_type;
   __int8 ramp_type;
   unsigned __int8 radar_red_left;
   unsigned __int8 radar_green_left;
   unsigned __int8 radar_blue_left;
   unsigned __int8 radar_red_right;
   unsigned __int8 radar_green_right;
   unsigned __int8 radar_blue_right;
   __int8 pad[3];
};


here is my next question:
any idea what the "pad" values mean?


thx for your help

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stucuk
Geek


Joined: 27 Aug 2002

PostPosted: Thu Dec 29, 2005 12:25 am    Post subject: Reply with quote  Mark this post and the followings unread

Yes.

Heres some example code:

Code:

   short             area:9;                 // area this leaf is in
   short             flags:7;                // flags


To access Area u do (in delphi anyway)

Code:


flags : short;

Flags shr 9 // Equals Area:9


Note: my experience with shr and shl or >> and << in c/c++ is basicaly non existant.

Pad = Padding. Its used to make the size of the thing even rather than odd.

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Jokeman
Soldier


Joined: 28 Apr 2004
Location: Vienna (Austria)

PostPosted: Thu Dec 29, 2005 12:53 am    Post subject: Reply with quote  Mark this post and the followings unread

hm.. so the values of pad are irrelevant?

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stucuk
Geek


Joined: 27 Aug 2002

PostPosted: Thu Dec 29, 2005 1:09 am    Post subject: Reply with quote  Mark this post and the followings unread

yes

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