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Extreme Terrain Expansion
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Ever_Valiant
Cyborg Engineer


Joined: 04 Feb 2017

PostPosted: Thu Sep 16, 2021 10:01 pm    Post subject:  Extreme Terrain Expansion
Subject description: Few Problems
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I just added the Extreme Terrain Expansion to TSTW and I've run into a few issues that I cannot seem to remedy:

1. New City Pavement Bridges wont connect to the bridge overlay, visually they do but units refuse to drive over. Is there somewhere in the temperat.ini I must declare which tileset is the bridges?

2. graphical glitches on city pavement to water edge (see pics below)



Problem1.png
 Description:
Units wont traverse over bridge
 Filesize:  114.75 KB
 Viewed:  3021 Time(s)

Problem1.png



Problem2.png
 Description:
Graphical Issue
 Filesize:  77.92 KB
 Viewed:  3021 Time(s)

Problem2.png



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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Fri Sep 17, 2021 10:20 am    Post subject: Reply with quote  Mark this post and the followings unread

I don't mod TS but I know how RA2 terrain works, and there's some obvious answers.

Without seeing the actual TMP files, it appears the base cell image might be including the water in order to create that reflection area, and if you placed actual water tiles over it not realizing it, this would create the result whereby part of the extraimage needed is missing.

Bridge tilesets are defined as unique ones, you can't add more and make them work, you can only replace the existing ones. This means you can replace the artwork, provided it has the correct number of cells and tiles (like the original) including the extraimage data that extends past its bounds. If you do replace them with new art, and you didn't merely edit the original images with new images pasted in, then it's also possible you have the incorrect terrain types in some of the cells that make it impassable.

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McPwny
Cyborg Artillery


Joined: 29 Jan 2018

PostPosted: Fri Sep 17, 2021 3:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

ge is right about not being able to add more bridge types, ra2 has the same problem. your water cliffs look like the extra
image/z data offsets werent calibrated correctly. if GE is right and the cliff bottoms are covered with water, it means that
someone attached the cliff extra image data to the top tile instead of the bottom tiles, and that may cause some other
graphical problems.

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Ever_Valiant
Cyborg Engineer


Joined: 04 Feb 2017

PostPosted: Fri Sep 17, 2021 6:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

Shame I have to use the old bridges but I did find a work around and it works near perfect! I just copy/paste the sides of the new bridge onto the old bridge while keeping the original center section and they work and look great!

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McPwny
Cyborg Artillery


Joined: 29 Jan 2018

PostPosted: Fri Sep 17, 2021 6:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

oh nice. good to know.

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Holland
Grenadier


Joined: 31 May 2017

PostPosted: Wed Sep 22, 2021 1:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ive been trying to fix those faulty cliff tiles with no success unfortunately. They're a bunch of them, not only the water pieces. I tried repairing extra image data,  remaking from scratch... i never got it fixed, maddening! #Mad

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McPwny
Cyborg Artillery


Joined: 29 Jan 2018

PostPosted: Wed Sep 22, 2021 1:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

where is the download for this project, by the way?

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Holland
Grenadier


Joined: 31 May 2017

PostPosted: Thu Sep 23, 2021 1:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

Its in expand12 in TS cncnet's mix folder. But its not all of it
Tiberium resurrection got the complete pack tho, might be best to get it from there.
I'd love for it to be an easier available download, but it need some organizing first. Anyone feel free. Rolling Eyes  Smile

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McPwny
Cyborg Artillery


Joined: 29 Jan 2018

PostPosted: Thu Sep 23, 2021 3:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

okay i downloaded TR and found the tileset.
the problem with the tiles is that they have oversized, overlapping swaths of extra image/zdata attached to the tiles instead of
narrow, non overlapping vertical strips. the chunks of z data also look like they arent calibrated right with their entire backrounds
being red when the only part of an extra images z data that should ever be red is where it overlaps with tiles (not zdata)

im busy with schoolwork but i may try and fix up or add to the expansion when i get time. i notice it all still needs framework tiles, which
is kind of cruel to anyone that has to make maps with the sets.

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Holland
Grenadier


Joined: 31 May 2017

PostPosted: Fri Sep 24, 2021 2:56 am    Post subject: Reply with quote  Mark this post and the followings unread

Yes i agree. Im really glad u feel like attempting this mcpwny!  The flaws really makes one not wanna use it at all.

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Holland
Grenadier


Joined: 31 May 2017

PostPosted: Thu Sep 30, 2021 10:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

Here u go ever_valiant, mcpwny repaired them in the sets, so they should all be glitch free now Very Happy



tile_project_all_sets.zip
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 Filename:  tile_project_all_sets.zip
 Filesize:  259.74 KB
 Downloaded:  42 Time(s)


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Ever_Valiant
Cyborg Engineer


Joined: 04 Feb 2017

PostPosted: Sat Mar 05, 2022 3:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thank you and Sorry for the belated response  Smile

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