Joined: 28 Apr 2009 Location: Auckland, New Zealand
Posted: Fri Aug 26, 2011 1:08 am Post subject:
Final Sun
for some reason, the trees for the paint tree function in finalsun are not appearing in the side bar. anyone know why this might be? _________________ Beta Tester for Mental Omega 3.0
Because the paint random trees function was designed for RA2. IIRC a small hack with a hex editor can remedy this. (don't ask me how to do it, though) _________________ Dawn of the Tiberium Age staff member QUICK_EDIT
@ ChronoSeth: Wrong. FinalSun is for Tiberian Sun and was designed for this game in the first place. You mean FinalAlert which came after FinalSun, is based on this editor but altered to work with RA2.
With vanilla TS FinalSun works fine.
@Death Cultist:
If you modded the game and changed the internal ID of the Trees in the Terrain section, then FinalSun of course can't find them anymore.
Because FinalSun lists all Terraintype objects which have the string "TREE" inside their [ID].
You can open the FinalSun.exe in a hex editor, search for TREE and replace it with T so all Terrain objects which start with a T are listed, or no character at all to list every Terraintype object.
Note: don't change the offset. If you want no character listed, then replace them with hex 00 and don't simply delete them. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Joined: 28 Apr 2009 Location: Auckland, New Zealand
Posted: Fri Aug 26, 2011 7:38 am Post subject:
Okay I have never used a hex editor before, I'm not even sure what it is? Could someone please give me a little more assistance? Thanks so far though. _________________ Beta Tester for Mental Omega 3.0
Posted: Fri Aug 26, 2011 10:15 am Post subject:
Re: Final Sun
Death Cultist wrote:
for some reason, the trees for the paint tree function in finalsun are not appearing in the side bar. anyone know why this might be?
now do you mean the normal trees in the side bar or when you try using the Random Tree Painter tool?
I know in regular FinalSun when you access the random tree tool nothing shows up in it. However a small edit to the FSData.ini was all that is needed for that.
With that in mind I'm linking you to a fixed FSData.ini posted by TitanMarkII on tibweb that along with the Random Tree Tool fixes a few other things.
You can find that Here!
However if your problem is that none of the trees at all are showing up then I don't know what to tell you. _________________ Kalistia Crestland (2)
In Soviet Russia, grass grows on tiberium! QUICK_EDIT
However if your problem is that none of the trees at all are showing up then I don't know what to tell you.
LKO just explained how to solve that problem.
If you don't know how to use a HEX editor, the other way to solve the issue is by simply renaming the IDs of all the trees you want to show up in the "Paint random trees" tool by making sure they all start with "TREE". _________________ QUICK_EDIT
This might not be a proper place to ask, but we're already on topic about Final Sun so I'll just ask here.
@LKO: How did you make TI's Final TI accept new houses for the buildings? I'd like to use it too, but for FA. Cause I hate looking at them, all jumbled up. I like things organised. _________________
Team Black wrote:
interesting seeing your voxel work. They're still better than Aro's!
Last edited by Krow on Fri Aug 26, 2011 4:48 pm; edited 1 time in total QUICK_EDIT
I don't know about FA, but in FS new houses always been selectable as owners of buildings.
Also, RA2 uses countries while TS uses houses and these work slightly different (meaning that even if something was done to make new houses get accepted for buildings in TI's FS, it likely wouldn't work for FA). _________________ QUICK_EDIT
@ ChronoSeth: Wrong. FinalSun is for Tiberian Sun and was designed for this game in the first place. You mean FinalAlert which came after FinalSun, is based on this editor but altered to work with RA2.
With vanilla TS FinalSun works fine.
Dammit. At least I was half-right. _________________ Dawn of the Tiberium Age staff member QUICK_EDIT
@LKO: How did you make TI's Final TI accept new houses for the buildings? I'd like to use it too, but for FA. Cause I hate looking at them, all jumbled up. I like things organised.
1. I changed in FinalSun.exe with a hex editor the "firestrm.ini" string into "rulesmap.ini". This ini is then used to organize things.
2. in rulesmap.ini i've created the new Sides for the different categories like Village, City, Doodads etc.
3. Every object (unit, building) from rules.ini is listed in rulesmap.ini, but only with the key Name=, to give it this way also a better description inside finalsun
and the key Owner= which uses the new Sides to put them into the new groups and organize them. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Seems I misunderstood what he meant then (since I've never actually worked with TI's map editor). I did something similar for DTA, although I added an extra key called FSName= right into rules.ini itself so that units, buildings and terrain objects can be given a more descriptive name and be organized better. _________________ QUICK_EDIT
And Krow, you've been told before that FA works completely differently from FS in this respect (just read Mig Eater's reply on similar question in your questions topic). You can't add any more categories for buildings in FA, period. _________________ QUICK_EDIT
It's not that bad. All your new buildings will be under Civilian. You could add something noticeable like "4TH SIDE" in each of your buildings Name=, as that isn't used in-game by YR. QUICK_EDIT
It does use names from ra2(md).csf first, in case it does not find the string, it will use Name= from rules instead.
You can use FAData.ini & FALanguage.ini to define name overrides which are always used in editor instead of the game ones, but the system is bit cumbersome to use.
We're going very much off-topic with this subject though. _________________ QUICK_EDIT
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