Make as tiles (TMP files) and add to theater INI files like temperat(md).ini.
As farms are supposed to span over multiple cells, placing individual frames of an overlay on a map is not easy. Also overlay max count is restricted to 255, so only limited slots are available. QUICK_EDIT
you use xcc tmp editor along with any image editor like paintshop to make tmp tiles. try extracting any flat ground piece from isotem.mix, opening
it in xcc tmp editor, right clicking and selecting 'copy complete', ctrl+v pasting it into your image editor, editing it, the copy and pasting it back into
the .tmp editor. for bigger tiles, you need to first make the tile in a program called .tmp builder, and then edit it in tmp editor.
as e1 mentioned there is a guide on modenc, but its for making cliffs. feel free to ask questions about making .tmp tiles _________________ visit my moddb profile for .shp downloads and stuff QUICK_EDIT
Thanks, guys but I really need to know how to do that, I searched but I didn't find what I need, help me with a link to a tutorial on how to make that. QUICK_EDIT
Thanks, guys but I really need to know how to do that, I searched but I didn't find what I need, help me with a link to a tutorial on how to make that.
okay. i will assume you already know how to use XCC mixer and that you have the XCC tmp editor, tmp builder, and an image editor. i will be using paint shop but any image editor will work
open up tmp builder and make a new tile. i will make the example one 4x4 and they will be "clear" ground type. clear type tiles can be passed by units and rock ones cant
after making the tile, the tmp builder will still look completely blank because it fills in the tiles with no color. just save the blank looking file and then open it with xcc tmp
editor. you will see this because all of the images are still blank
right click on any of the tile entries on the left, and go to copy->Z-data. then, click on the tile entry again and press ctrl+v to paste the z data into the image slot (all this
does is let you finally see the tiles) now you have this:
i dont want it to be just a 4x4 square, so i need to delete some tiles. save the file and open it in the tmp builder again.
here, select the unwanted tiles on the bottom, and delete them. now it looks like
ok cool. now save it and open it xcc tmp editor again
now it needs an image. right click on any of the tile entries and select copy->complete. then go to your image editor and simply paste the image data with ctrl+v
i want the background to be grass, so in xcc mixer i find the .mix that has the isometric terrain tiles (ra2.mix->isotemp.mix), then i change my palete to "isotem.pal"
by going to view->red alert 2-> isotem.pal (or press ' ctrl + ] ' repeatedly ) and find the grass tile.
you can extract it, open it in the .tmp editor, copy the image, then paste it into your image editor. OR you can right click on the file in xcc mixer, go clipboard->copy
then paste it directly into your image editor
using the image editor i will change out all the tiles for grass
and then finally, i will add a big rock image to it
now all i need to do is ctrl+c the edited image of the tile back into xcc tmp editor by right clicking the tile entries and selecting paste->complete
it is done. now i have a brand new tile that looks like a rock. i dont want units to be able to drive on top of the rock, so the last thing that i will do
is save the file, and open it in tmp builder
and select every tile that has rock in it and change the 'terrain type' to rock. i will also change the left and right colors, because those do show up
in the game on the radar.
i will save it and now the tile is complete and ready to use
if you do get this far, i will show you how to get FA2 and the game to read your files next.
tmp editor just has a number index for ramp types, terrain types, and radar colors and doesnt calibrate new tile z-data or position
which makes it borderline unusable for those things, and tmp builder doesnt allow for easy copying and pasting of complete tiles or
images / z-data in general which makes it borderline unusable for those things. _________________ visit my moddb profile for .shp downloads and stuff QUICK_EDIT
just add +1 to the last tileset. the 'SetName' will be the name shown in fa2, the filename is the name of
the tiles, the 'TilesInSet' is how many tiles you have for that type, the radarcolors are ignored and do nothing.
there are a few other settings you can add, check the modenc entries for them if you need to know more.
once you save, the game and fa2sp will both read the new tileset. you can put the tiles in an expandmd.mix
file and you are done.
the filename shouldnt be more than six characters and having too long of a filename will crash the game. name
the files with a 2 number extension in the order that you want them to show up in fa2 like so:
tile01
tile02
tile03
...
tile63
tile64 _________________ visit my moddb profile for .shp downloads and stuff QUICK_EDIT
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