Project Perfect Mod Forums
:: Home :: Get Hosted :: PPM FAQ :: Forum FAQ :: Privacy Policy :: Search :: Memberlist :: Usergroups :: Register :: Profile :: Log in to check your private messages :: Log in ::


The time now is Fri Apr 19, 2024 4:52 am
All times are UTC + 0
Final Sun
Moderators: Global Moderators, Tiberian Sun Moderators
Post new topic   Reply to topic Page 1 of 1 [19 Posts] Mark the topic unread ::  View previous topic :: View next topic
Author Message
Death Cultist
Scorpion Sniper


Joined: 28 Apr 2009
Location: Auckland, New Zealand

PostPosted: Fri Aug 26, 2011 1:08 am    Post subject:  Final Sun Reply with quote  Mark this post and the followings unread

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


Back to top
View user's profile Send private message
ChronoSeth
Sergeant


Joined: 13 Mar 2010
Location: Canada

PostPosted: Fri Aug 26, 2011 1:23 am    Post subject: Reply with quote  Mark this post and the followings unread

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

Back to top
View user's profile Send private message Skype Account
Scorched Earth
Commander


Joined: 14 Sep 2008
Location: California, USA

PostPosted: Fri Aug 26, 2011 4:02 am    Post subject: Reply with quote  Mark this post and the followings unread

I thought there was a version that fixes this?

_________________
Okay, my signature was starting to annoy even me.

Back to top
View user's profile Send private message
Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Aug 26, 2011 7:26 am    Post subject: Reply with quote  Mark this post and the followings unread

@ 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

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

Back to top
View user's profile Send private message
Death Cultist
Scorpion Sniper


Joined: 28 Apr 2009
Location: Auckland, New Zealand

PostPosted: Fri Aug 26, 2011 7:38 am    Post subject: Reply with quote  Mark this post and the followings unread

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


Back to top
View user's profile Send private message
Ixith
Cyborg Commando


Joined: 12 Apr 2006
Location: under there!

PostPosted: Fri Aug 26, 2011 10:15 am    Post subject: Re: Final Sun Reply with quote  Mark this post and the followings unread

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!

Back to top
View user's profile Send private message Send e-mail Skype Account AIM Address
Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Fri Aug 26, 2011 12:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ixith wrote:
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".

_________________

Back to top
View user's profile Send private message ModDB Profile ID YouTube User URL Facebook Profile URL
Krow
Commander


Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Fri Aug 26, 2011 4:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

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

Back to top
View user's profile Send private message
Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Fri Aug 26, 2011 4:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

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).

_________________

Back to top
View user's profile Send private message ModDB Profile ID YouTube User URL Facebook Profile URL
ChronoSeth
Sergeant


Joined: 13 Mar 2010
Location: Canada

PostPosted: Fri Aug 26, 2011 5:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
@ 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. #Tongue

_________________
Dawn of the Tiberium Age staff member

Back to top
View user's profile Send private message Skype Account
Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Aug 26, 2011 8:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

Krow wrote:
@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

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

Back to top
View user's profile Send private message
Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Fri Aug 26, 2011 8:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

_________________

Back to top
View user's profile Send private message ModDB Profile ID YouTube User URL Facebook Profile URL
Starkku
Cyborg Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Fri Aug 26, 2011 8:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

_________________

Back to top
View user's profile Send private message Visit poster's website ModDB Profile ID Twitter Channel URL
Krow
Commander


Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Fri Aug 26, 2011 9:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yeah, I know. Just wanted to get a confirmation. But why doesn't it accept new sides? It's frustrating. Confused

_________________
Team Black wrote:
interesting seeing your voxel work. They're still better than Aro's!

Back to top
View user's profile Send private message
OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Sat Aug 27, 2011 1:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

Back to top
View user's profile Send private message Send e-mail
Krow
Commander


Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Sat Aug 27, 2011 4:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

I thought FA used UIName just like YR. Cause when I edited a name, it didn't change in FA.

_________________
Team Black wrote:
interesting seeing your voxel work. They're still better than Aro's!

Back to top
View user's profile Send private message
Starkku
Cyborg Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Sat Aug 27, 2011 5:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

_________________

Back to top
View user's profile Send private message Visit poster's website ModDB Profile ID Twitter Channel URL
Krow
Commander


Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Sat Aug 27, 2011 9:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

My bad. Should've asked at my own topic. Sorry Death Cultist.

_________________
Team Black wrote:
interesting seeing your voxel work. They're still better than Aro's!

Back to top
View user's profile Send private message
Death Cultist
Scorpion Sniper


Joined: 28 Apr 2009
Location: Auckland, New Zealand

PostPosted: Sun Aug 28, 2011 7:24 am    Post subject: Reply with quote  Mark this post and the followings unread

It's okay lol. i still haven't fixed it but I think we will manage

_________________
Beta Tester for Mental Omega 3.0


Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic Page 1 of 1 [19 Posts] Mark the topic unread ::  View previous topic :: View next topic
 
Share on TwitterShare on FacebookShare on Google+Share on DiggShare on RedditShare on PInterestShare on Del.icio.usShare on Stumble Upon
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You can download files in this forum


Powered by phpBB © phpBB Group

[ Time: 0.1627s ][ Queries: 11 (0.0098s) ][ Debug on ]