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Terrain Blending.
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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Mon Jun 23, 2008 7:58 pm    Post subject:  Terrain Blending. Reply with quote  Mark this post and the followings unread

I've been tryign to figure out why this happens:



I Assumed that this had something to do with the Morphable = true / false tag, but after trying both options it made no difference. The WW Green crystal cliffs blend with the Crystal LAT's which is what I was aiming to do with these cliffs and the roads. Any one know why this happens and how I can fix the problem?

Another annoying problem:



If you look at the top right corner, you can see that the clear ground repeats one single tile over and over again. This is caused because of the height raising tools in FinalSun, the tiles appear perfectly fine In FinalSun, but are like above in-game. The same thing happens if I use the random clear LAT tile tool in the left side bar In FinalSun, it looks fine in FinalSun, but In-game the repetition is caused as with the other problem. Anyone know whats going on?

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Revolutionary
Commander


Joined: 19 May 2008
Location: Scotland, starting a Revolution Cameo: metricon. Posts:???

PostPosted: Mon Jun 23, 2008 8:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

i dont know about the second one (it happens to me as well)and for the first one try to disable auto lat for the lat next to the clifts/roads or make a crystal square to put next to the clifts/roads

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Sleepwalker
AA Infantry


Joined: 13 Apr 2006
Location: No(r)Way

PostPosted: Mon Jun 23, 2008 8:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

To fix the second problem you have to open the tile in xcc tmp editor, right click on it - preferences and mark "has damaged artwork" as off.

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Tue Jun 24, 2008 1:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
i dont know about the second one (it happens to me as well)and for the first one try to disable auto lat for the lat next to the clifts/roads or make a crystal square to put next to the clifts/roads


That was the first thing I tried when I saw the problem, didn't make any difference.

Quote:
To fix the second problem you have to open the tile in xcc tmp editor, right click on it - preferences and mark "has damaged artwork" as off.


I Can't believe I didn't check that. Thanks.
Only one problem to go. #Tongue

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GameMaster0000
Missile Trooper


Joined: 23 Mar 2006
Location: Thailand

PostPosted: Tue Jun 24, 2008 1:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

Green and Blue moose always autolat not care Autolat is disable or not. For green creep that can connect to green crystal cliff I don't know reason. I'm hope that its not hardcoded...

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Crash
Cyborg Commando


Joined: 30 Jan 2007
Location: Norway

PostPosted: Tue Jun 24, 2008 2:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

There could be a work around with the first problem. If you make a tileset of the blue tiberium LAT that doesn't autolat, and another that has the edges, you can manually fix it.

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Team Black
Defense Minister


Joined: 25 Sep 2006
Location: Teamblackistan Posts: Over 9000

PostPosted: Tue Jun 24, 2008 3:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

BTW, is it even possible to make new auto LATs?

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Tue Jun 24, 2008 3:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

Not any answers, but Morphable=yes means heavy weapons (IE, cluster missiles) can create craters/scorch marks and deform this type of land.

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Sleepwalker
AA Infantry


Joined: 13 Apr 2006
Location: No(r)Way

PostPosted: Tue Jun 24, 2008 3:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

Team Black wrote:
BTW, is it even possible to make new auto LATs?


No. :p

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Tue Jun 24, 2008 3:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
There could be a work around with the first problem. If you make a tileset of the blue tiberium LAT that doesn't autolat, and another that has the edges, you can manually fix it.


That's a pretty good idea, I don't want to have to do it cause of the fuss, but It appears to be my only option.

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Wed Jun 25, 2008 7:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

Team Black wrote:
BTW, is it even possible to make new auto LATs?


I tryed, and tryed, and tryed...

But game says no Sad

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