Also Known As: ZivDero Joined: 23 Jul 2013 Location: Russia
Posted: Wed Feb 19, 2014 9:31 pm Post subject:
Weirdness with TX train bridges + [REQ] More than 2 bridges
Subject description: Please get this moved into Ares Forum cuz this beacuse a request
Hello everyone. I doubt someone asked a question like this. So, I was continuing to create my map and I founnd a need to use TX tran bridges. I remembered that I saw them somewhere but I couldn't find them. Then, I searched through the urbanmd.ini and found TrainBridges tileset which has it's Filename set to blank with commented out Tovrps and has TilesInSet set to 0 and has commented out LastTilesInSet=16. So, I went ahead and enabled it. (BTW, the tileset's ID is 37). The TrainBridges section appeared, but all the TX terrain messed up and became something different. So, is there any way to enable the tile set with bridges' starts and ends + the bridges themselves without destroying all TX stuff and having it still compatible with regular TX(not necessary) and also adding the Create bridge funtion(in the Special/Overlay->Bridges section)?
So, a fast overview: train bridges ends/starts in the Terrain/Ground menu + the bridges themselves in the Overlay & Special menu + the create train bridge function in the Special/Overlay->Bridges menu without destroying already existing maps. Is it possible?
EDIT
And adding the "FENCES" a.k.a. tracks intersections ad tracks' ends in the Special & Overlay menu. _________________
DarkVen9109 wrote:
What in the name of insanity is this? I FRICKING LOVE THIS LOGICCCC!!!!!!!!!!!!OOOOOOOOHEEAWWWWWWWWWWWYAAAAAAAAAAAAAAAAAWWWWWW PEW PEW PEW PEW BOOM BOOM BOOM!! Nice I love this!!!! Ferriswheel bomb, Dive bomb. New Logic discovered thanks to Kenosis
_________________ Last edited by Parasite03 on Wed Feb 19, 2014 10:48 pm; edited 1 time in total QUICK_EDIT
did you download the terrain expansion & the mod switcher? _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
Also Known As: ZivDero Joined: 23 Jul 2013 Location: Russia
Posted: Wed Feb 19, 2014 10:11 pm Post subject:
I did download the terrain expansion and the mod switcher, but the mod switcher doen't work. But it's fine because FA2 detects the theatre ini's I dropped into the RA2 folder and sees the TX terrain correctly.The only thing is the train bridges are disabled in TX and when I enable them all TX terrain gets messed up, bet the bridges section appears. _________________
DarkVen9109 wrote:
What in the name of insanity is this? I FRICKING LOVE THIS LOGICCCC!!!!!!!!!!!!OOOOOOOOHEEAWWWWWWWWWWWYAAAAAAAAAAAAAAAAAWWWWWW PEW PEW PEW PEW BOOM BOOM BOOM!! Nice I love this!!!! Ferriswheel bomb, Dive bomb. New Logic discovered thanks to Kenosis
Train bridges were disabled because game only supports 2 types of bridges per theater and thus it's impossible to get train bridges working with the already existing two types. _________________ QUICK_EDIT
Also Known As: ZivDero Joined: 23 Jul 2013 Location: Russia
Posted: Wed Feb 19, 2014 10:42 pm Post subject:
Hmm....... So ,TS didn't have wooden bridges? OK. But can they be enabled to be just some terrain and some overlay or wooden bridges need to be sacrificed to make them work? Also, what's about the terrain messing up if I enable just 1 tileset? And also, that tileset is ID 37 i believe. What if I add another tileset with a number higher that TX's tilesets, will it destroy the terrain?
EDIT
Oh, I got what you meant by only 2 bridges. You meant that bridge repair huts won't work. Ares needs to allow more that 2 bridges. I won't create a different topic for the request, I'll write it here and change the topic title a bit:
Graion or whoever, please enable more thn 2 bridges. I don't think it will be hard. _________________
DarkVen9109 wrote:
What in the name of insanity is this? I FRICKING LOVE THIS LOGICCCC!!!!!!!!!!!!OOOOOOOOHEEAWWWWWWWWWWWYAAAAAAAAAAAAAAAAAWWWWWW PEW PEW PEW PEW BOOM BOOM BOOM!! Nice I love this!!!! Ferriswheel bomb, Dive bomb. New Logic discovered thanks to Kenosis
Also Known As: ZivDero Joined: 23 Jul 2013 Location: Russia
Posted: Wed Feb 19, 2014 11:34 pm Post subject:
Doublepost!
OK, this is interesting. The who bridge gets screwed up if I place it ingame. It stays on the ground and does not act like a bridge at all. Graion or AlexB, please let us make more bridges! _________________
DarkVen9109 wrote:
What in the name of insanity is this? I FRICKING LOVE THIS LOGICCCC!!!!!!!!!!!!OOOOOOOOHEEAWWWWWWWWWWWYAAAAAAAAAAAAAAAAAWWWWWW PEW PEW PEW PEW BOOM BOOM BOOM!! Nice I love this!!!! Ferriswheel bomb, Dive bomb. New Logic discovered thanks to Kenosis
Not sure if they work, let me look for a topic on here
DJBREIT, Marshall, and Blade were the top guys when it came to terrain. _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
You can't add new tiles to the middle of the list, doing so will push all the tiles below down the list & mess up the order. You have to add any new tiles to the end.
TX has train bridges because it was a planed feature of NPatch, however it was never fully fixed so it was left disabled.
As has been mention before TS train bridges were replaced with wood bridges in RA2, to enable them you'll have to change them back. You could wait for Ares to add more bridges but AlexB hasn't even expanded the terrain code yet so it would be awhile before this is fixed, if it ever is. _________________
You can't add new tiles to the middle of the list, doing so will push all the tiles below down the list & mess up the order. You have to add any new tiles to the end.
TX has train bridges because it was a planed feature of NPatch, however it was never fully fixed so it was left disabled.
As has been mention before TS train bridges were replaced with wood bridges in RA2, to enable them you'll have to change them back. You could wait for Ares to add more bridges but AlexB hasn't even expanded the terrain code yet so it would be awhile before this is fixed, if it ever is.
really, that sucks. never knew the reasoning behind the whole train deal, though being on 6 different sites you can lose track of things
adding things to the middle is bad as Mig said. adding tiles to an existing set is also bad.
Parasite03 wrote:
Graion or whoever, please enable more thn 2 bridges. I don't think it will be hard.
WTF _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
Not if you made the tileset and set right from the start TilesInSet=99. This way you reserved space for 99 tiles and you don't mess up the order of following tiles in other tilesets when you add new tiles to this set.
Only WW put low numbers like TilesInSet = 14 for the TS water set and this way made it impossible to add new tiles without breaking maps using tiles from the following tilesets.
But then again, WW's map editor was capable of raising the TilesInSet number without breaking the map and importing maps with other Tilesets.
See the key LastTilesInSet which is not supported by FinalSun/FinalAlert. _________________ SHP Artist of Twisted Insurrection: Nod buildings
I'm fairly sure there is a second train bridge set later in the terrain files since we couldn't re-enable the old one at 37 without causing existing maps to be messed up. This is the one that would have been used had the feature ever worked correctly in npatch. QUICK_EDIT
What exactly does LatTilesInSet do? I've been looking for the definition for quite some time now.
see the temperat.ini comment
Westwood wrote:
; LastTilesInSet
; The number of tiles which the set used to have. This tells the
; game that the number of tiles in the set has changed and it should fix up
; the tile numbers when a map is loaded. If the map is then saved again,
; it will be saved with the correct tile numbers. This value should only
; be used to load up maps, convert the tile numbers, then save the maps
; out again. Then the LastTilesInSet entry should be removed or the newly
; fixed up maps will not load correctly.
Also Known As: ZivDero Joined: 23 Jul 2013 Location: Russia
Posted: Thu Feb 20, 2014 11:22 am Post subject:
So, how can I remake the high wooden bridge into a train bridge which can actually let trains pass it and be able to restore the wooden bridge if Ares lets us make more than 2 bridges? _________________
DarkVen9109 wrote:
What in the name of insanity is this? I FRICKING LOVE THIS LOGICCCC!!!!!!!!!!!!OOOOOOOOHEEAWWWWWWWWWWWYAAAAAAAAAAAAAAAAAWWWWWW PEW PEW PEW PEW BOOM BOOM BOOM!! Nice I love this!!!! Ferriswheel bomb, Dive bomb. New Logic discovered thanks to Kenosis
Also Known As: ZivDero Joined: 23 Jul 2013 Location: Russia
Posted: Thu Feb 20, 2014 12:10 pm Post subject:
But will it work as a train bridge? Are the graphics files set up to let the trains pass them? _________________
DarkVen9109 wrote:
What in the name of insanity is this? I FRICKING LOVE THIS LOGICCCC!!!!!!!!!!!!OOOOOOOOHEEAWWWWWWWWWWWYAAAAAAAAAAAAAAAAAWWWWWW PEW PEW PEW PEW BOOM BOOM BOOM!! Nice I love this!!!! Ferriswheel bomb, Dive bomb. New Logic discovered thanks to Kenosis
Also Known As: ZivDero Joined: 23 Jul 2013 Location: Russia
Posted: Thu Feb 20, 2014 12:51 pm Post subject:
I don't know how that's supposed to work, but I got them. The only thing is that in FA2 I have to place wooden bridges to see traion bridges ingame. Also, I can't pot them on lunar maps! I can;t create a new tileset with bridges so I can't place them. And the vanilla wooden bridge tileset ID 80 has 0 tiles in it. How can I create a new tileset?
Also, I've tried some stuff. I changed the number of Parking Borders tileset and put the bridges on it's old number. Parking Borders appeared with the new number but my bridge tileset didn't. _________________
DarkVen9109 wrote:
What in the name of insanity is this? I FRICKING LOVE THIS LOGICCCC!!!!!!!!!!!!OOOOOOOOHEEAWWWWWWWWWWWYAAAAAAAAAAAAAAAAAWWWWWW PEW PEW PEW PEW BOOM BOOM BOOM!! Nice I love this!!!! Ferriswheel bomb, Dive bomb. New Logic discovered thanks to Kenosis
AFAIK it should work, changing TrainBridgeSet = 101 might help tho.
Quote:
WoodBridgeSet = 101
;TrainBridgeSet = 152;train bridge is disabled It can be enabled by removing “;” the tile set will be shiped with TX
flip flop both number as Mig says _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
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