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Understanding MarbleMadness?
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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Mon Jun 15, 2015 12:11 am    Post subject:  Understanding MarbleMadness?
Subject description: ... and raise/lower/spread in FA2
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Alright so I have another question, I am trying to understand the MarbleMadness features in the theater .ini's...

It appears that I can have more than one tileset with ramps, but are we able to have FA auto-raise/lower ground into ramps on new tilesets or just the one specified for RampBase/MMRampBase? Ideally I would like to be able to use the FA spread/raise/lower tools on grass tiles with my new grassy ramps.

Hoping I can continue to level off tiles within my new cliff structures without breaking the feature for the concrete tile cliffs...

Any insights would be appreciated.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Mon Jun 15, 2015 6:32 am    Post subject: Reply with quote  Mark this post and the followings unread

What part of MarbleMadness dont you get? Every new tile set you make should have a duplicate MM version, you then just link the two.

Any new (ramp, lat, shore, cliff, etc) tile sets have to be placed manually, only the original ones can be placed automatically,

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RP
Commander


Joined: 12 Jul 2012
Location: Mapping God Heaven

PostPosted: Mon Jun 15, 2015 6:52 am    Post subject: Reply with quote  Mark this post and the followings unread

I don't think that is possible.
The beauty of FA2 shines again, it's all hardcoded to the theater control file.
For the NewUrban theater they added silly hacks in FAData.ini.

I bet you'd like to see something like this now, where you can define your own LAT sets:
Code:
[NUPavement]
Name=Urban Pavement
LATSetIndex=114
ClearToLATIndex=-1
MorphableIndex=117
Theaters=NEWURBAN

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Mental Omega 3.0 Mission creator - Creator of FinalOmega: APYR 3.0 Map Editor

/ppm/'s stupidity

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Mon Jun 15, 2015 7:23 am    Post subject: Reply with quote  Mark this post and the followings unread

I don't know, it seems like there is a MM tileset for grass, concrete, broken concrete and soil tiles (on urban), but obviously no soil or grass ramps. Those secondary sets (say on temperate) do kind of understand each other's boundaries, so at the least I could make more organic tile looking transitions right?

Is there a chart on the which tile number corresponds to which transition edge/direction?

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RP
Commander


Joined: 12 Jul 2012
Location: Mapping God Heaven

PostPosted: Mon Jun 15, 2015 7:28 am    Post subject: Reply with quote  Mark this post and the followings unread


_________________


Mental Omega 3.0 Mission creator - Creator of FinalOmega: APYR 3.0 Map Editor

/ppm/'s stupidity

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Mon Jun 15, 2015 7:51 am    Post subject: Reply with quote  Mark this post and the followings unread

That's the one...

I guess for grass ramps I'll just have to do the initial urban map in concrete, then draw the correct grass ramps over the concrete eh?

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