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Some Useful TMPs [TS]
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Godofgamers
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Joined: 31 Mar 2005
Location: South Africa

PostPosted: Fri Dec 14, 2007 11:34 pm    Post subject:  Some Useful TMPs [TS]
Subject description: You guessed it...
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I was getting quite frustrated by the lack of road curves in TS, so I just slapped together these curves quickly. They're not that great, so if anyone wants to modify them feel free, just give me credit.



Paved Road Turns.rar
 Description:

Download
 Filename:  Paved Road Turns.rar
 Filesize:  9.89 KB
 Downloaded:  215 Time(s)


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CCHyper
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Joined: 07 Apr 2005

PostPosted: Fri Dec 14, 2007 11:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

I did these somewhere too, i did standard right angle turns, ones like yours, and bigger onces kinda like yours. I think the big ones went into TO...

Anyways, good work Wink

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Bako'Ikaporamee
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Joined: 29 Aug 2007
Location: Village of Creston, British Columbia.

PostPosted: Sat Dec 15, 2007 6:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

Uhh I remember running into some turn pieces before too. I'll take a look at yours anyways though #Tongue

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IcySon55
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Joined: 19 Nov 2003
Location: Overworld

PostPosted: Sat Dec 15, 2007 8:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

Were they put together in TMP Builder? Very Happy
I was wondering when the the media hut would need a new section for download-able terrain. Wink
Maybe even a spotlight sub forum. #Tongue

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Godofgamers
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Joined: 31 Mar 2005
Location: South Africa

PostPosted: Sat Dec 15, 2007 8:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yeah, actually. That program of yours is a godsend. I just format the tiles, paste the images, and boom. You did a bloody good job.

I kind of like the idea of a TMP sub-forum; It should help keep the forums more organised if anyone ever decides to start barraging the community with new terrain. I do also have a few other things I've made for my personal use laying around that the community may find useful.

Also, am I allowed to release modified TS:TX TMPs? Last I heard DaTS wasn't releasing anything due to possible usage in TO.

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Ordosherrscher
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Joined: 20 Nov 2007
Location: Germany, Berlin

PostPosted: Sat Dec 15, 2007 10:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'm a noob in things like insert new tmp files, so, how do I hve to do? Is there any tutorial about it? Tongue Or is it simpler then I think?

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Robopope99
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Joined: 05 Feb 2007

PostPosted: Sat Dec 15, 2007 10:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

so you are going to want to put these tmp. files
in an ecache mix in your TS directory. If you do not Have
the temperate. ini file, extract it from the tibsun mix into your
directory. Code something like this down the list of tiles in the ini file

Code:

[TileSet00xxxx] any number higher than the last tileset
SetName = xxxx, name you want  to appear in programs like FS
FileName = xxxx actual file name such as :Proad, clear, water, etc
TilesInSet = 99
LowRadarColor = 92,92,92
HighRadarColor = 92,92,92
AllowBurrowing=false
RequiredForRMG = true


and there you have it

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Godofgamers
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Joined: 31 Mar 2005
Location: South Africa

PostPosted: Sat Dec 15, 2007 10:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well, it's usually pretty simple if you are making a new tileset. First off, you have to put the TMP files into a MIX file called ecacheXX, where the XX is a number from 02 to 99. Then, open up a file called temperat.ini or snow.ini and add a new tileset by copying the entry of another one and changing the name of it to something else.

Icy, if I change the number after the TilesInSet= tag, it corrupts my map and screws up all the tilesets following it. Any way to fix/prevent this?

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Lin Kuei Ominae
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Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Dec 16, 2007 12:04 am    Post subject: Reply with quote  Mark this post and the followings unread

IcySon55 wrote:
I was wondering when the the media hut would need a new section for download-able terrain. Wink
Maybe even a spotlight sub forum. #Tongue

They are just renamed SHPs so they fit in the shp forum quite well imo.
If we have very much new terrain stuff, we can still think about a subforum.
But with the 3-4 released TMPs, Terrain and Fona it would be enough to make a separate part in anderwins shp collection to show them in a well arranged way.

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IcySon55
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Joined: 19 Nov 2003
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PostPosted: Sun Dec 16, 2007 1:07 am    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
They are just renamed SHPs so they fit in the shp forum quite well imo.

Sorry Lin Kuei, but that statement is completely wrong. Why else would we need a new program specifically for terrain? Simple, they are not "just renamed SHPs".

TMPs are indeed their very own format. I know what you're thinking, there ARE shps renamed in the mixes, but guess what, they're not terrain. They're things like trees, crates, rocks, and other sorts of decorations.

I don't know where you got the idea that TMPs were not their own format, but wherever it was needs to be corrected.

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Titan
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Joined: 12 Dec 2005
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PostPosted: Sun Dec 16, 2007 1:19 am    Post subject: Reply with quote  Mark this post and the followings unread

Godofgamers wrote:
Well, Icy, if I change the number after the TilesInSet= tag, it corrupts my map and screws up all the tilesets following it. Any way to fix/prevent this?


That's an annoying problem, when making a set in which there's even the slightest possibility of adding new tiles in the future you should always set the value to 99 like in Robo's code, I know, if you have 4 tiles for example, you might think it's gonna error, but it won't, there won't be any difference, you should always set it to 99, whatever the set is.

Cleaning up maps is a freaking bitch and LastTilesInSet= is not the best way to fix it either (I have bad experiences with it, TO has some serious corruption issues with a certain tileset and I haven't had time to fix it yet), it's a pain in the *bleep*. You're better off just redoing the affected patches after FS has turned them into clear terrain once it has deleted them during the check on startup. Smile

Hope this helped a slight bit.

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CCHyper
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Joined: 07 Apr 2005

PostPosted: Sun Dec 16, 2007 1:31 am    Post subject: Reply with quote  Mark this post and the followings unread

Titan is correct, TileSet=99 is best to use if you are expanding sets. Its mainly to do with the amount of data the map allocates in the compressed data i think.

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IcySon55
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Joined: 19 Nov 2003
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PostPosted: Sun Dec 16, 2007 1:33 am    Post subject: Reply with quote  Mark this post and the followings unread

Good info there Titan. Listen to him people, he knows what he's talking about as Hyper just pointed out.

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CCHyper
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PostPosted: Sun Dec 16, 2007 1:44 am    Post subject: Reply with quote  Mark this post and the followings unread

These are the ones i did for TO, quite similar to yours. I wonder why no one released these to the public, they should have been posted in the terrain area...

Anyways, good job, perhaps make some bigger ones? Road crossings? Terrain is quite easy you know...

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Godofgamers
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PostPosted: Sun Dec 16, 2007 1:49 am    Post subject: Reply with quote  Mark this post and the followings unread

Thanks for the info Titan; looks like I'll be needing a lot of popcorn...

TSHyper: What do you mean by bigger?

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CCHyper
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PostPosted: Sun Dec 16, 2007 1:51 am    Post subject: Reply with quote  Mark this post and the followings unread

Bigger designs, bigger corners, arcs or whatever. Expand on the ideas.

C&C community needs some public terrain #Tongue

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partyzanPaulZy
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PostPosted: Sun Dec 16, 2007 10:10 am    Post subject: Reply with quote  Mark this post and the followings unread

Nice work.
BTW, does anybody know about some terrain like normal TS terrain (aka dirty wasteland) for YR?
I saw one in Mr. Graffiti's work before he's gone to CnC3.

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Crimsonum
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PostPosted: Sun Dec 16, 2007 2:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

TSHyper wrote:
Bigger designs, bigger corners, arcs or whatever. Expand on the ideas.

C&C community needs some public terrain #Tongue


I believe the best way to make road turning points is to simple make little pieces which you put together to form up a bending road. Similar to TX.

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Godofgamers
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PostPosted: Sun Dec 16, 2007 5:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

Okay, here is some work that I did a while ago in my attempts to convert some TX features into the snow theatre.



Snow Pavement Cliffs.rar
 Description:
Low Pavement Cliffs for snow environments

Download
 Filename:  Snow Pavement Cliffs.rar
 Filesize:  46.62 KB
 Downloaded:  148 Time(s)


Pavement Fixes (Snow) A.rar
 Description:
Pavement Fixes for Snow environments

Download
 Filename:  Pavement Fixes (Snow) A.rar
 Filesize:  21.99 KB
 Downloaded:  163 Time(s)


Snow Roads.rar
 Description:
Road Fixes for Snow Environments

Download
 Filename:  Snow Roads.rar
 Filesize:  40.54 KB
 Downloaded:  139 Time(s)


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Anderwin
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PostPosted: Sun Dec 16, 2007 5:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

Do this replace old cliff or?

How man install this?

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Godofgamers
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Joined: 31 Mar 2005
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PostPosted: Sun Dec 16, 2007 5:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

Create a new tileset for it.

Jabberwoky aka Gangster wrote:
This tutorial will teach you how to EDIT flat TMP's.

Fist of all, lets make a ini entry for your new tileset. Open temperate.ini and find


; Kodiak Crash
[TileSet0081]
SetName = Kodiak Crash
FileName = Crash
TilesInSet = 7
LowRadarColor = 60,40,0
HighRadarColor = 80,50,0
AllowBurrowing=false
RequiredForRMG = false

Then make a copy of it. Lets begin editing.


;Yo! This is my new tileset!!
[TileSet0082]
SetName = Rocky Ground ; The name of the set as it will appear in the editor.
FileName = ABCDEFXX ; The base file name of each file in the set. The files in a set must all have the same basic name with a 2 digit id number appended. For example cliff01.tem, cliff02.tem, cliff03.tem. The 2 digit number starts at 01, not 00.
TilesInSet = 6 ; How many tiles in your tileset. Maximum value is 99 (and I advise you set this value, if you have more than one tilesets)
LowRadarColor = 60,40,0 ; seems it doesn't work
HighRadarColor = 80,50,0 ; seems it doesn't work
AllowBurrowing=false
RequiredForRMG = false; Required for random map generator

Save and close.

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Last edited by Godofgamers on Sun Dec 16, 2007 6:29 pm; edited 1 time in total

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CCHyper
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Joined: 07 Apr 2005

PostPosted: Sun Dec 16, 2007 5:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

LowRadarColor and HighRadarColor dont work, game dont read them. Just confirming.

FileName but be 8 characters or shorter, so ABCDEFXX, where XX is 01 to 99.

RequiredForRMG, ignore this, its of no use to anyone because the game will have no code for your new tiles in the RMG.

Anyways, VERY good tiles there GOG, i do like these. Maybe you should start your own addon for Gangsters TX Wink

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Godofgamers
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PostPosted: Sun Dec 16, 2007 6:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

That's not a bad idea; The whole reason I did all this stuff over time was because I was getting frustrated by the lack of updates for DaTSchikinhed's TS:TX project. Maybe it's time to continue his and Ganster's work.

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IVI
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PostPosted: Sun Dec 16, 2007 6:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

I offered to help in TS:TX but apparently no one was interested...

not that I'm looking for attention here, just wanted to say that I can contribute a lot of ambiance-enhancing stuff if doing so wouldn't step on anyone's toes here.

making civie buildings and terrain stuff is easy, I'm sure a lot can be made whithin a timeframe such as a month (especially now that it's vacation time).

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Crimsonum
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PostPosted: Sun Dec 16, 2007 7:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

TX should be an open modification so everyone could upgrade it without waiting for permissions from not-so-active members #Tongue

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IcySon55
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PostPosted: Sun Dec 16, 2007 7:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

I have a suggestion for you guys. Get permission (and all the files) from DaTS to continue the TX as an open position project. One member will organize the tiles, write the inis, and make releases. Anyone can submit tiles, buildings, voxels (all civi) for use in the TX.

It should get its own section in TS Projects and people submitting work will post new threads and have their stuff voted on if it goes in or not.

Tiberian Sun: Terrain Expansion (Forum Layout)
|-News
|-Discussion
|-Releases
|-Submissions

Obsolete in red italics.
Edits in blue.

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Last edited by IcySon55 on Tue Dec 18, 2007 3:45 pm; edited 3 times in total

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Oshog
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PostPosted: Sun Dec 16, 2007 7:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

Dude, no leader means no real progress. There must be some authority to organise stuff.

Otherwise, the idea is great. I'd suggest we also work on the RA2 TX as well.

Also, nice TMPs GOWG. Smile

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IcySon55
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PostPosted: Sun Dec 16, 2007 7:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

IcySon55 wrote:
One member will organize the tiles, write the inis, and make releases.

Please Gosho, read my posts properly. One member (DaTS) as the leader. With a few helpers if need be.

Edits in blue.

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Last edited by IcySon55 on Tue Dec 18, 2007 3:39 pm; edited 1 time in total

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Oshog
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PostPosted: Sun Dec 16, 2007 8:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

My bad. I'm not in the best condition atm.

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daTS
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PostPosted: Sun Dec 16, 2007 9:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

I guess it's about time i say something. TS:TX is actually active, but in a different sense. So, anything modified from the TS:TX expansion must a) be removed from public download and b) given to me.

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Last edited by daTS on Mon Dec 17, 2007 10:35 pm; edited 1 time in total

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Harv
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PostPosted: Mon Dec 17, 2007 7:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

so that means we aren't able to use TS: TX anymore?

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daTS
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Joined: 18 Feb 2005
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PostPosted: Mon Dec 17, 2007 10:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

You can use anything currently up for download
however'
modifying it and releasing it in any way without prior expressed permission from ME, isn't allowed.

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IVI
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PostPosted: Tue Dec 18, 2007 8:17 am    Post subject: Reply with quote  Mark this post and the followings unread

may I post my contributions in the TS:TX forum for download? or would that be kind of stealing the limelight from you?

offtopic: daTS and Ravager must bumping into each other a lot since you two seem to be almost in the same "Location" Laughing .

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Suiseiseki
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PostPosted: Tue Dec 18, 2007 8:27 am    Post subject: Reply with quote  Mark this post and the followings unread

daTSchikinhed wrote:
I guess it's about time i say something. TS:TX is actually active, but in a different sense. So, anything modified from the TS:TX expansion must a) be removed from public download and b) given to me.


You're taking the piss right? You can't just claim others work must be given to you even if it is modified from an original source. And as far as I'm aware the only released version was Gangster's meaning the work isn't even yours anyway?

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Blade
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PostPosted: Tue Dec 18, 2007 9:52 am    Post subject: Reply with quote  Mark this post and the followings unread

Congratulations, you've just demonstrated how not to run a community addon project. Why not let others continue to extend and improve the TX with additional tiles and fixes/improvements to existing ones? I agree with maintaining the one distribution to ensure that everyone that downloads the release gets the same benefits but if you don't want to work on it and extend it anymore, let other people do so and submit new builds to be tested and released.
To everyone else, if daTSchikinhed is going to take his ball home on this and you want to extend it, add your new tiles to a higher numbered mix file and create .ini controls that include all of the TX tilesets and your own. You are technically not modifying his assets, but your own inclusions will override his. It is IMO stupid to release a terrain expansion expansion, but if people don't want to play nicely with the community for whatever reason, there is nothing you can do. I would stipulate that it shouldn't be distributed with a mod without express permission however just in case someone wants to take your additions and merge it with a mod only TX.
There are very good reasons why this sort of project should be run as open BTW, maps won't work if you change tileset orders and it means that maps would become mod specific even if they used the same tiles if modders were each having to build their own .ini control files. Hence the reason the YR TX encourages other people to contribute builds in and mods to use it as a dependency to maintain the greatest level of community compatibility.

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IcySon55
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PostPosted: Tue Dec 18, 2007 3:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

I stand by my original ideas (only changing the leader to DaTS) and support Blade's position on this.

Previous posts edited for clarity.

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Dutchygamer
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PostPosted: Tue Dec 18, 2007 6:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

Praise Blade for his wise words Smile

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Godofgamers
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PostPosted: Tue Dec 18, 2007 8:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

Alright, here are some less...broken...road ends. I give credit to the TO team, as I based my design on one of their screenshots.



Stop Street V2.PNG
 Description:
 Filesize:  3.85 KB
 Viewed:  8657 Time(s)

Stop Street V2.PNG



prfixb24.tem
 Description:

Download
 Filename:  prfixb24.tem
 Filesize:  10.63 KB
 Downloaded:  143 Time(s)


prfixb23.tem
 Description:

Download
 Filename:  prfixb23.tem
 Filesize:  10.63 KB
 Downloaded:  128 Time(s)


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Aro
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Joined: 10 Sep 2006

PostPosted: Tue Dec 18, 2007 8:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

Possibly change the writting style on, 'STOP'? I Don't think that the current style you're using on the text goes too well with T.S.

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Godofgamers
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PostPosted: Tue Dec 18, 2007 9:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

What kind of font would you recommend?

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Tue Dec 18, 2007 9:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

Anything basic. Something along the lines of this:



I Also reccomend using a similar color, It'd be more visual that way.

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Godofgamers
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PostPosted: Tue Dec 18, 2007 9:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

That's what I was going for; I did the best I could. I can't do writing at angles very well.

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daTS
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PostPosted: Tue Dec 18, 2007 10:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

Okay, i see your point, but he should have at least asked permission, seeing as there is TS:TX is active again (more details later)

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Godofgamers
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PostPosted: Mon Dec 24, 2007 6:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'm having a bit of trouble with a terrain piece. After I save it in TMP Builder, it loses a tile for no apparent reason. See pics. Also, is it supposed to ask if I want to crop the image every time I import an extra image? Or is there another way to give it an extra image?

EDIT: Never mind, fixed it. Turns out the terrain type should've been "rock".

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Bako'Ikaporamee
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PostPosted: Mon Dec 24, 2007 7:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

Godofgamers wrote:
I kind of like the idea of a TMP sub-forum; It should help keep the forums more organised if anyone ever decides to start barraging the community with new terrain.

Well it may just get me to barrage people with what I've done so far Razz

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daTS
Mr. Moosey


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PostPosted: Mon Dec 24, 2007 8:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ya know, it's all gravy, just ignore my previous posts in this thread. your TMP work is fairly good. The only qualm I have is that the "stop" roadmarks are EXACTLY like that of the TO team, with the exception of the crooked text.

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Godofgamers
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Location: South Africa

PostPosted: Mon Dec 24, 2007 9:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well, I didn't copy it, if that's what you're implying. I just used the corner pieces from the TX tileset "Paved Road Fixes A", drew a few lines in MS paint, and then struggled for half an hour or so to get the text at a good angle. If the two are identical, pixel for pixel, then it's probably because the TO team and myself may have used the same technique. But, I can't say that with complete certainty, I've never had access to the TO terrain (besides that which was included in the TS:TX release).

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daTS
Mr. Moosey


Joined: 18 Feb 2005
Location: Star Kingdom of Manticore

PostPosted: Mon Dec 24, 2007 9:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

haha, no, i wasn't implying that. It's just that they look so incredibly identical...

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Godofgamers
Commander


Joined: 31 Mar 2005
Location: South Africa

PostPosted: Fri Jun 06, 2008 12:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

Alright, time for an update. I've busy lately, working on high pavement cliffs, as well as pieces that make them fit in nicely with the low pavement cliffs. Feedback?



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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Fri Jun 06, 2008 12:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

Woah, Nice work.

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