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How to add a new ground overly like farm crops?
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Yosef Anan
GDI Hacker


Joined: 06 Feb 2018

PostPosted: Fri Aug 06, 2021 7:20 pm    Post subject:  How to add a new ground overly like farm crops? Reply with quote  Mark this post and the followings unread

I want to add a new ground overly like farm crops so units walk-on not like wall or sones or rocks?
how to do that?

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Sat Aug 07, 2021 1:45 am    Post subject: Reply with quote  Mark this post and the followings unread

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.

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Yosef Anan
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Joined: 06 Feb 2018

PostPosted: Sun Aug 08, 2021 5:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

I don't know how to do that!
if we say there is another way like rubble is it work?
and how to do that please?
thanks advance.

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E1 Elite
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Joined: 28 May 2013

PostPosted: Mon Aug 09, 2021 1:41 am    Post subject: Reply with quote  Mark this post and the followings unread

Try a flat building with layer as ground and bib set to yes. Immune if needed.

There are tutorials here and at ModEnc for making TMP files, if you want to, search.

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McPwny
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Joined: 29 Jan 2018

PostPosted: Wed Aug 11, 2021 3:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

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

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G-E
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Joined: 09 Feb 2015

PostPosted: Thu Aug 12, 2021 2:55 am    Post subject: Reply with quote  Mark this post and the followings unread

You wouldn't want to use rubble for this, they are translated into overlays, but have clipping problems over 4x4. The best way is obviously making terrain.

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Yosef Anan
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Joined: 06 Feb 2018

PostPosted: Fri Aug 13, 2021 3:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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McPwny
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Joined: 29 Jan 2018

PostPosted: Fri Aug 13, 2021 5:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yosef Anan wrote:
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.



broc01.tem
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 Filename:  broc01.tem
 Filesize:  21.78 KB
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Mig Eater
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Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Fri Aug 13, 2021 7:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

You can do all of that in either TMP Editor or TMP builder, no need to keep switch to between the two.

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McPwny
Chem Warrior


Joined: 29 Jan 2018

PostPosted: Fri Aug 13, 2021 7:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Sat Aug 14, 2021 1:54 am    Post subject: Reply with quote  Mark this post and the followings unread

The TMP Builder is useful for setting ramps and terrain type because you can see what they are, which makes it more useful as a post-processing tool.

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E1 Elite
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PostPosted: Sat Aug 14, 2021 2:00 am    Post subject: Reply with quote  Mark this post and the followings unread


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Yosef Anan
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Joined: 06 Feb 2018

PostPosted: Fri Nov 26, 2021 7:36 am    Post subject: Reply with quote  Mark this post and the followings unread

McPwny
Thanks my friend

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Yosef Anan
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Joined: 06 Feb 2018

PostPosted: Fri Nov 26, 2021 7:37 am    Post subject: Reply with quote  Mark this post and the followings unread

Mig Eater wrote:
You can do all of that in either TMP Editor or TMP builder, no need to keep switch to between the two.

Can you make a video tutorial on how to do that?

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Yosef Anan
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Joined: 06 Feb 2018

PostPosted: Fri Dec 30, 2022 2:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

I did it finally, but I don't know how to add it to final alert 2!

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McPwny
Chem Warrior


Joined: 29 Jan 2018

PostPosted: Fri Dec 30, 2022 4:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

the next step is to go into your local.mix and find temperat.ini, extract it, and write a new entry into it.
something like

[TileSet0123]
SetName = example tileset
FileName = tile
TilesInSet = 64
LowRadarColor = 0,0,0
HighRadarColor = 0,0,0
AllowBurrowing=false

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

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Yosef Anan
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PostPosted: Fri Dec 30, 2022 4:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks a lot my friend that was amazing.

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