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FistOfFire
Light Infantry


Joined: 01 Dec 2010

PostPosted: Wed Dec 01, 2010 12:14 am    Post subject:  Noob Questions Reply with quote  Mark this post and the followings unread

Case one:
How do I make a lagg map? yes a map that laggs alot?
I tried placing 968 grizzly tanks on a map but it was still kinda lagfree. tipps?

Case two:
I want to edit the terrain in this picture:

- What file should I be looking for?
- What tool can I edit the file with(I assume its not a shp)?
- What palette does it use?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Dec 01, 2010 12:58 am    Post subject: Reply with quote  Mark this post and the followings unread

FistOfFire wrote:
How do I make a lagg map? yes a map that laggs alot?

Put lots of Smoke ParticleSystems via trigger on different waypoints.

FistOfFire wrote:
- What file should I be looking for?

clat01.tem - clat16a.tem in RA2.mix/isotemp.mix

FistOfFire wrote:
- What tool can I edit the file with(I assume its not a shp)?

TMP Studio.

FistOfFire wrote:
- What palette does it use?

isotem.pal

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Atari2600
Cyborg Cannon


Joined: 05 Mar 2007
Location: Less than 10 minutes from the internet

PostPosted: Wed Dec 01, 2010 1:19 am    Post subject: Reply with quote  Mark this post and the followings unread

Question: Why might you want to make a map that lags? The only reason that comes to my mind is that you wish to know how to avoid it.

Just curious is all.

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FurryQueen
General


Joined: 24 Jul 2010
Location: Liyue

PostPosted: Wed Dec 01, 2010 1:24 am    Post subject: Reply with quote  Mark this post and the followings unread

Lag only has on 'g'. >_>

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Wed Dec 01, 2010 2:44 am    Post subject: Reply with quote  Mark this post and the followings unread

Furry wrote:
Lag only has on 'g'. >_>


?

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FurryQueen
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Joined: 24 Jul 2010
Location: Liyue

PostPosted: Wed Dec 01, 2010 6:13 am    Post subject: Reply with quote  Mark this post and the followings unread

I refer you to the OP's post.

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DaRTzO
Laser Commando


Joined: 18 Jan 2006
Location: Country Swing

PostPosted: Wed Dec 01, 2010 9:46 am    Post subject: Reply with quote  Mark this post and the followings unread

FurryQueen wrote:
Lag only has on 'g'. >_>


One has a ''E'' at the end.

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Wed Dec 01, 2010 10:37 am    Post subject: Reply with quote  Mark this post and the followings unread

DaRTzO wrote:
One has a ''E'' at the end.

Need an "an" in front of that "E" jimbo.

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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Wed Dec 01, 2010 1:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

"an "an"" is not proper english bub.

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Wed Dec 01, 2010 1:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

Do explain.

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Comr4de
Gauss Rifle Trooper


Joined: 23 Feb 2010
Location: The Netherlands

PostPosted: Wed Dec 01, 2010 2:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

It is, he OmegaBolt uses "an" which means he is giving an example, you could use the " that way or re-order the sentence.

This is going pretty fast, isnt it? Going off-topic...

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FistOfFire
Light Infantry


Joined: 01 Dec 2010

PostPosted: Wed Dec 01, 2010 2:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
Put lots of Smoke ParticleSystems via trigger on different waypoints.

First, thanks for all your help. Àbout smoke ParticleSystems, can you explain how to do it? I am not very good with maps.

And please, no more off topic!

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Comr4de
Gauss Rifle Trooper


Joined: 23 Feb 2010
Location: The Netherlands

PostPosted: Wed Dec 01, 2010 3:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

FistOfFire, you are so right.

You know how to add triggers?
Yes, it can be done via triggers, look in the list of actions, I dont know exactly what number it is.
It should be something like 'Play particle anim at...'
Choose your anim and a waypoint.
You can add waypoints through the left thing, where you also select structures, units, trees. If you don't see 'Waypoints' disable 'Beginner Mode'

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FistOfFire
Light Infantry


Joined: 01 Dec 2010

PostPosted: Wed Dec 01, 2010 3:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

Alright, I found what you told me, but I didnt get it to work. These two pictures explain how I did:



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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Wed Dec 01, 2010 3:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

you could also attach alot of anims that use ,
Translucent=yes
Translucency=25
to the terrain tiles via snow.ini,temperate.ini,urban.ini,etc.
I wouldnt go to crazy with it though, game might not even function if you apply to many of them.

[Edit] you need to add a waypoint for the trigger way to work.

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-=HelloDave=-
Grenadier


Joined: 06 Nov 2008

PostPosted: Wed Dec 01, 2010 3:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

I made a map when I was very young called "Sea of JPPWPWEWEPWIEPWQIQWO" or someshit, anyway I made a trigger that built a few "Invisible Orange Lamp"s at a few waypoints and that made it lag badly for some reason, try that.
You could put loads of waypoints outside the map and then make them all play a laggy anim.

Last edited by -=HelloDave=- on Wed Dec 01, 2010 4:02 pm; edited 1 time in total

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Comr4de
Gauss Rifle Trooper


Joined: 23 Feb 2010
Location: The Netherlands

PostPosted: Wed Dec 01, 2010 3:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

MP doesnt support base nodes, put them on the map before you start the game. So they are already on the map when you start.

@ FistOfFire, you don't have to attach the trigger to a tank or whatsoever, just place it on a waypoint like Cranium said.

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FistOfFire
Light Infantry


Joined: 01 Dec 2010

PostPosted: Wed Dec 01, 2010 5:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
clat01.tem - clat16a.tem in RA2.mix/isotemp.mix

I think you are wrong, I edited those and placed them in a mix called expandmd94, nothing changed ingame, I even made them complete pink just to try out, and nothing changed.

Now, back the the damn map problem.
So I have to place my trigger on a waypoint, got that. But I dont know how to do it, I create a new waypoint with a special ID(otherwise it become a starting point), but then I cant do anything with it, so how am I suppose to apply a trigger to it?
I tried create a new celltag, before I could place it, I could chose which trigger I could attach to it, so I chosed my Smoke trigger, but nothing happend ingame.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Wed Dec 01, 2010 6:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

FistOfFire wrote:
Lin Kuei Ominae wrote:
clat01.tem - clat16a.tem in RA2.mix/isotemp.mix

I think you are wrong, I edited those and placed them in a mix called expandmd94, nothing changed ingame, I even made them complete pink just to try out, and nothing changed.


No, LKO is not wrong.

When you edited them did you change the names of them or add any new ones? Just as long as they are still named clat01-16 it should show the changes."assuming you did it correctly"

for the trigger/waypoint problem, you attach it to the waypoint with this.



Image1.png
 Description:
 Filesize:  66.3 KB
 Viewed:  4407 Time(s)

Image1.png



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Comr4de
Gauss Rifle Trooper


Joined: 23 Feb 2010
Location: The Netherlands

PostPosted: Wed Dec 01, 2010 6:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

Cranium wrote:
FistOfFire wrote:
Lin Kuei Ominae wrote:
clat01.tem - clat16a.tem in RA2.mix/isotemp.mix

I think you are wrong, I edited those and placed them in a mix called expandmd94, nothing changed ingame, I even made them complete pink just to try out, and nothing changed.


No, LKO is not wrong.

When you edited them did you change the names of them or add any new ones? Just as long as they are still named clat01-16 it should show the changes."assuming you did it correctly"

for the trigger/waypoint problem, you attach it to the waypoint with this.


That.

THought you have found that, but yeah, thats how its done. A waypoint above 7 should do the trick. To make it repeat just set the Repeating thingy to 2 instead of 0. Its on your first/left screen.

EDIT: Lol, you already have that Very Happy

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Starkku
Cyborg Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Wed Dec 01, 2010 8:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

clat01-16.tem files in RA2 are dark grass LAT transition tiles, not basic clear terrain which is what is pictured in those screenshots. Clear terrain is called clear01*.tem, altough replacing just those tiles will look weird with all LAT, cliff etc. transitions still blending with the old clear tiles so you have a lot of work ahead if you want your new terrain to look any good, unless it already happens to blend well with all the old tiles.

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FistOfFire
Light Infantry


Joined: 01 Dec 2010

PostPosted: Sat Dec 04, 2010 3:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

Starkku is correct, so case two is closed

I still have trouble making lag map. First of all the damn particle wont spawn, I did as Cranium said but it wont work Mad
Any other ways?

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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Sat Dec 04, 2010 3:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

make your SA warhead AnimList=NUKEANIM and make 100GIs attack a certain place

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EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Sat Dec 04, 2010 9:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

hmmm, add a cloak generator that covers whole map, then add a trigger that spawns 1000 men every 15 seconds off the map, have the spawned men walk to a waypoint off the map and set the trigger to repeating.

Make sure the men walk across the entire map and make lots of obstacles to increase AI path-finding issues to further increase lag.

And if it still doesn't lag then your computer is really nice and well have to consider more drastic measures......

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Nikademis Von Hisson
General


Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Sun Dec 05, 2010 4:06 am    Post subject: Re: Noob Questions Reply with quote  Mark this post and the followings unread

FistOfFire wrote:
Case one:
How do I make a lagg map? yes a map that laggs alot?
I tried placing 968 grizzly tanks on a map but it was still kinda lagfree. tipps?

Case two:
I want to edit the terrain in this picture:

- What file should I be looking for?
- What tool can I edit the file with(I assume its not a shp)?
- What palette does it use?


Email me if you want the TMP Studio.....I tried sending in a PM but it keeps saying my attachment limit has been reach, but I know it hasn't

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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

http://www.ppmsite.com/forum/viewtopic.php?t=27714

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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Sun Dec 05, 2010 12:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

set a building MaxDerbis=1000 MinDebris=999 and blow it up

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Sun Dec 05, 2010 3:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

I still dont understand your reasoning behind this, but anyway, I dont know why attaching an anim by way of trigger isnt working for you. You must be doing something wrong. But like I said the best way to get lag from start to finish is to attach translucent anims to terrain tiles via the terrain.ini's. Make some water anims, like waves or something, and apply them to the normal water tiles.

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FistOfFire
Light Infantry


Joined: 01 Dec 2010

PostPosted: Sun Dec 05, 2010 9:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well, the smoke particle still dont show up, however I get the lag effects from it. And its now a laggy ass map.
Case one closed.
Thanks everyone for the help

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Starkku
Cyborg Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Sun Dec 05, 2010 10:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

Engine will switch detail level to lower (if it hasn't already been changed to such from options menu) if frame rate drops below DetailMinFrameRateNormal= or DetailMinFrameRateMovie= if there's ingame movie playing, and will then toggle it back (unless you changed it yourselves from options menu in first place) when FPS exceeds DetailMinFrameRate(Movie) + DetailBufferZoneWidth.

Effects of using the lower detail level, to my knowledge, atleast include the following:

- Railgun & smoke particles will not be drawn. Same might apply to spark particles too but definitely does not effect gas particles.
- Laser drawing appears to be simplified, i.e more solid coloring instead of glowing effect.
- DetailLevel= tag in art(md).ini can probably be used to turn anims on/off depending on the detail level but not sure if this works as intended.
- TranslucencyDetailLevel=, same as above but for translucency. Again not entirely sure if this works.

I guess this is the reason why your smoke particles didn't show up, the framerate was likely too slow and game switched to lower detail level in a (futile) attempt to remedy the lag.

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