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Terrain Indexes
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Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Wed Apr 13, 2011 11:33 am    Post subject:  Terrain Indexes Reply with quote  Mark this post and the followings unread

Can anyone please remind me TMP terrain idexes' meaning. There was a research by Blade but i can't find it. These are all i could figue by my self (maybe wrong with some :\ )
0=
1=Ice
2=
3=
4=
5=Tunnel
6=Tracks
7=
8=
9=Water
10=Beach
11=Road
12=Rough
13=Pavement
14=Clear
15=Rock

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Nikademis Von Hisson
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Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Wed Apr 13, 2011 11:39 pm    Post subject: index Reply with quote  Mark this post and the followings unread

blade had told me awhile ago, let me rummage through my info and i'll get back to you.

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Nikademis Von Hisson
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Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Thu Apr 14, 2011 12:21 am    Post subject: index Reply with quote  Mark this post and the followings unread

I used the temp builder and plugged each number in and this is what i came out with

0 clear
1-4 Ice
5=Tunnel
6=Tracks
7 & 8 rock
9=Water
10=Beach
11=Road
12=Road
13=clear
14=rough
15=rock

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

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Blade
Cyborg Commando


Joined: 23 Dec 2003

PostPosted: Thu Apr 14, 2011 8:24 am    Post subject: Reply with quote  Mark this post and the followings unread

Wonder if any of the numbers correspond to Weed and Tiberium which are also ground types that can be placed with overlays?

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Thu Apr 14, 2011 11:34 am    Post subject: Reply with quote  Mark this post and the followings unread

Does it not go in par with the RULES.INI entrys?

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Gangster
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Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Thu Apr 14, 2011 12:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yes, I was looking for a Weed type. I ve even tried to change it's speed values to 0% and see if any of type react on this change. Sadly, no. It seems NVH is right, unused types just doubles existed.

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Mig Eater
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Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Thu Apr 14, 2011 12:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

As Blade mentioned there is also weed/tib types & also rubble, I can't remember their numbers off the top of my head tho.

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Nikademis Von Hisson
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Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Thu Apr 14, 2011 5:57 pm    Post subject: terrain index Reply with quote  Mark this post and the followings unread

yeah, but for RA2/Yuri, if you select tiberium, weeds or wall in the TMP Builder/Studio it will not work, says unsupported, maybe for TS/FS it will. Using the TMP Builder/Studio to create them it won't, maybe in the unofficial TMP Editor it might, but not supported in the TMP Builder/Studio for TS/FS. And plugging any number number higher than 15 crashes TMP Builder. I plugged 0-15 in and got those numbers. I plugged 16-20 in and the piece crashed in the builder.

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

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Nikademis Von Hisson
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Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Fri Apr 15, 2011 1:41 am    Post subject: terrain index Reply with quote  Mark this post and the followings unread

I tested using other numbers higher than 15 using Metal Mario's TMP editor and when i opened it with TMP Builder/Studio the Studio crashed. Maybe weed and tiberium are a higher number....don't know. If you look at the pic....that is the message when I tried creating a tile as 1 of the 3 using TMP Studio. The list I posted I did using MM Editor, changed the number and saved it and opened with Studio.


Busch Stadium rubble is 14.



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Blade
Cyborg Commando


Joined: 23 Dec 2003

PostPosted: Fri Apr 15, 2011 11:06 am    Post subject: Reply with quote  Mark this post and the followings unread

I don't think relying on TMP studio to correctly know what index is what is a good test of what all the indecies actually mean. A better test would be to make a set of tiles of each type labeled with a graphical number and a test map made with strips of each and then adjusting all the terrain types to have 0% speed across them except maybe one at 100% and 1 at 50% and then trying to move a unit across them and repeating until we have valid numbers for each terrain type.
Either that or get an exe guru to examine terrain type related code and tell us which is which.

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Nikademis Von Hisson
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Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Sat Apr 16, 2011 6:41 am    Post subject: terrain index Reply with quote  Mark this post and the followings unread

Sounds like too much trouble to do. The only question I would have is that say you plug terrain code # 45 and there is no error from a tile on a map, how would you know what terrain surface it is?

I don't mean to change the topic, but since Blade has graced us with his presence on a terrain matters, in the original 2 lane the code is 12 and the 4 lane the code is 11.........does this make any difference to tile in game?

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Sat Apr 16, 2011 6:58 am    Post subject: Reply with quote  Mark this post and the followings unread

You seem not to have comprehended Blade's suggestion.

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Nikademis Von Hisson
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Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Sat Apr 16, 2011 7:01 am    Post subject: terrain index Reply with quote  Mark this post and the followings unread

Um.....no i guess not, can you elaborate on his comment? So that I might be able to.

What I took is make a tile with the code #45 (just a number, as a test) and place it on a map. then play the map

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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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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Sat Apr 16, 2011 7:07 am    Post subject: Reply with quote  Mark this post and the followings unread

Blade is saying that since there are a number of terrain types whose index is not currently correctly labelled it would be sensible to carry out a test to ascertain each type's correct index (or, as he says, find someone who knows where this information is in the exe and get the correct indexes right from the source).
Just because TMP Studio doesn't want to use them doesn't mean the type is invalid in game, so testing out the usefulness of each index has the potential to yield a few interesting uses.

The simple point is that experimentation with these indexes is one of the only ways open to us to research them (aside from the aforementioned exe guru-ing).

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Nikademis Von Hisson
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Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Sat Apr 16, 2011 7:16 am    Post subject: Terrain Index Reply with quote  Mark this post and the followings unread

Well, I didn't have any plans of doing this, but if I were to my thought was to use Metal Mario's TMP Editor 1.05 and change the number. I would double click opening the box and change the terrain type. I wouldn't do it with TMP Builder/Studio. Is that what you meant? Or have I missed the point? If I missed the point there would be no reason to post up unless it might benefit others.

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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

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Sat Apr 16, 2011 11:36 am    Post subject: Reply with quote  Mark this post and the followings unread

The point is: don't rely on third party tools. They aren't necessarily reliable. The ONLY reliable way to research this is to test it in-game and see how the game reacts.

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Nikademis Von Hisson
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Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Sun Apr 17, 2011 6:10 am    Post subject: Terrain Index Reply with quote  Mark this post and the followings unread

OmegaBolt wrote:
The point is: don't rely on third party tools. They aren't necessarily reliable. The ONLY reliable way to research this is to test it in-game and see how the game reacts.


I got the point about relying on TMP Studio 3rd party tools. Doing as Blade said is out of my limits so I wouldn't attempt.

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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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Blade
Cyborg Commando


Joined: 23 Dec 2003

PostPosted: Mon Apr 18, 2011 8:42 am    Post subject: Reply with quote  Mark this post and the followings unread

You would use MM's modified TMP editor to assign the ones we currently think we know and beyond and replace the GFX for the tile with something that links visually to the terrain index you have assigned. For example if you assign the tile index 1, you make hte tile white with a black "1" on it so in game you know that terrain is type 1. You then create a map with mainly clear terrain and then strips of your new tiles of the various terrain types and place a unit on the map for you to control with a known speedtype. Finally you adjust rules.ini for that speedtype to set movement to 0% on all terrain except clear and play the map trying to move over all the tiles. This will tell you exactly which index the game assigns clear to (since the map is mainly clear to begin with, you need to know this before you attempt any other testing). Armed with this, you can now set say rough to 50% and Ice to 100%, reload the game and try to move across the tiles you couldn't before. Any you can move across normally must be considered ice and any that you can move on but slow down on must be rough. Then set those back to 0%, pick two more and repeat until we know a valid index number for every terrain type.

My main point was that just because tmp studio thinks a given index is ice or paved or whatever doesn't mean the game thinks it is.

If it helps narrow things down, we know for a fact index 5 is tunnel since it has unique behaviour.

Quote:
I don't mean to change the topic, but since Blade has graced us with his presence on a terrain matters, in the original 2 lane the code is 12 and the 4 lane the code is 11.........does this make any difference to tile in game?


In practice is might not if the speedtype a unit uses has the same movement rate for whatever terrain those indices actually point to. However in theory a unit could have different movement rates over those terrain types.

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Blade
Cyborg Commando


Joined: 23 Dec 2003

PostPosted: Tue Apr 19, 2011 10:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

I've recently tested this using the methodology I proposed and it seems NVH's list derived from TMP Studio is correct and that no index appears to correspond to Wall, Tiberium or Weed terrain types as index 16 seems to cause an IE (though I haven't tested further).

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Tue Apr 19, 2011 11:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

Blade wrote:
no index appears to correspond to Wall, Tiberium or Weed terrain types


there is no index for those types. Even though they use the "Land Characteristics" they are not true terrain. They are Terrain Overlay. So by all means there shouldnt be an index for them.

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