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 Sun Apr 27, 2025 3:36 am
All times are UTC + 0
beta 30
Moderators: stucuk
Post new topic   Reply to topic Page 1 of 1 [19 Posts] Mark the topic unread ::  View previous topic :: View next topic
Author Message
wow4ik81
Grenadier


Joined: 30 Nov 2023
Location: Germany

PostPosted: Sun Apr 06, 2025 1:10 pm    Post subject:  beta 30 Reply with quote  Mark this post and the followings unread

In my opinion, the grid should be shifted slightly to the left so that the building is completely within the grid.

The new grid system is confusing because you don't know if the building is in the right place. This was very clear in Beta 26.



beta 30 vs beta 26.png
 Description:
 Filesize:  116.47 KB
 Viewed:  823 Time(s)

beta 30 vs beta 26.png



Back to top
View user's profile Send private message
Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Sun Apr 06, 2025 1:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

I have started to use my toolbox of "workaround solutions" here.

Is it better on Beta 31?


Back to top
View user's profile Send private message Visit poster's website Skype Account
G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Sun Apr 06, 2025 2:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

Looks right now.

_________________
http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai

Back to top
View user's profile Send private message
wow4ik81
Grenadier


Joined: 30 Nov 2023
Location: Germany

PostPosted: Sun Apr 06, 2025 5:54 pm    Post subject: hopefully in beta 32 Reply with quote  Mark this post and the followings unread

yes much better, but even better if it was like before (beta 26)



hopefully in beta 32.png
 Description:
 Filesize:  66.77 KB
 Viewed:  807 Time(s)

hopefully in beta 32.png



Back to top
View user's profile Send private message
Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Mon Apr 07, 2025 3:27 am    Post subject: Reply with quote  Mark this post and the followings unread

Which feature do you like in the previous grid? The stronger lines? Like this?



StrongerGrids.png
 Description:
 Filesize:  29.98 KB
 Viewed:  783 Time(s)

StrongerGrids.png



Back to top
View user's profile Send private message Visit poster's website Skype Account
wow4ik81
Grenadier


Joined: 30 Nov 2023
Location: Germany

PostPosted: Mon Apr 07, 2025 4:25 am    Post subject: Reply with quote  Mark this post and the followings unread

Only the fields that actually contain a building should be considered; the remaining fields are pointless and only cause confusion.

In my opinion, the boundaries should remain narrow.

As can be seen in beta 26.



strongergrids_899.png
 Description:
 Filesize:  32.14 KB
 Viewed:  777 Time(s)

strongergrids_899.png



Back to top
View user's profile Send private message
Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Tue Apr 08, 2025 3:36 am    Post subject: Reply with quote  Mark this post and the followings unread

Ok, final offer (I wanna move back to OS SHP Builder 4 #Tongue):


Back to top
View user's profile Send private message Visit poster's website Skype Account
wow4ik81
Grenadier


Joined: 30 Nov 2023
Location: Germany

PostPosted: Tue Apr 08, 2025 1:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

thank you Banshee

Back to top
View user's profile Send private message
Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Sun Apr 13, 2025 3:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

These grids seem to be doing a good job! Smile

What do you guys think?




Back to top
View user's profile Send private message Visit poster's website Skype Account
G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Sun Apr 13, 2025 3:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

I personally don't mind the grid stopping at the top cell....

BUT, remember Ares has custom foundations, that can go into negatives! Might want to make it optional ?

_________________
http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai

Back to top
View user's profile Send private message
Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Sun Apr 13, 2025 3:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

The latest release already has the option to display the full grid. That covers the negatives from Ares.

Back to top
View user's profile Send private message Visit poster's website Skype Account
wow4ik81
Grenadier


Joined: 30 Nov 2023
Location: Germany

PostPosted: Sun Apr 13, 2025 4:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

ooh, I didn't even think about ARES, good thing Banshee thought of that

Back to top
View user's profile Send private message
Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Mon Apr 14, 2025 10:14 am    Post subject: Reply with quote  Mark this post and the followings unread

SHP Builder can edit tmp files?

_________________



Back to top
View user's profile Send private message Visit poster's website ModDB Profile ID YouTube User URL Facebook Profile URL Twitter Channel URL
Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Mon Apr 14, 2025 3:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

Finally, someone noticed something odd! Wink

Back to top
View user's profile Send private message Visit poster's website Skype Account
Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Tue Apr 15, 2025 3:21 am    Post subject: Reply with quote  Mark this post and the followings unread

Mig Eater wrote:
SHP Builder can edit tmp files?


I'm working on it. At the moment, I made it open these files on my internal version here. Saving them will be a kind of challenge because it will have to detect the filled tiles and their extra data.

Edit: Here is a bonus!


Back to top
View user's profile Send private message Visit poster's website Skype Account
Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Tue Apr 15, 2025 5:49 am    Post subject: Reply with quote  Mark this post and the followings unread

And a final addition!

TD TMPs are more complicated to render correctly because the height and width of the tiles is hard-coded into the source code of the game (!!!). At least they have fixed that problem in RA1.

My height/width guess algorithm seems to be doing a good job. Here are some samples:


Back to top
View user's profile Send private message Visit poster's website Skype Account
Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Tue Apr 15, 2025 9:14 am    Post subject: Reply with quote  Mark this post and the followings unread

All TMP editors that have been made thus far can only copy and paste the image in to another image editor, it will be nice to finally have a program that can directly edit the image Smile

_________________



Back to top
View user's profile Send private message Visit poster's website ModDB Profile ID YouTube User URL Facebook Profile URL Twitter Channel URL
G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Wed Apr 16, 2025 1:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

TMP Builder will let you pixel edit per cell... not the same thing, but good for small fixes.

_________________
http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai

Back to top
View user's profile Send private message
Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Wed Apr 16, 2025 11:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

Today, I finished the code to save TMP (TD) and TMP (RA). The funny thing that you learn with the official source code (in the case of TMP RA, it is located at https://github.com/electronicarts/CnC_Red_Alert/blob/main/WWFLAT32/TILE/ICONSET.CPP is how things end up for those who manually decode the format like in XCC's source code here.

A variable Allocated, for instance, is only supposed to change in game. So, I don't know why in the hell someone decided to save it in a file. In XCC it became zero1, because it is always zero. Moving forward, skipping some bits, you have an offset for a Palette.... except that someone noticed that this kind of file isn't supposed to store palettes, so it is always zero. For XCC? zero2. And then,  the funniest thing: an offset for remaps is in a memory space far, far away. XCC called it unknown1. It is not wrong. That variable makes no sense at all. Moving next, we have a transparency flag that points to a list in the end of the file where 99% of the times the value is zero and few times it is 1. Here is Vladan Bato's words on it:

Quote:
Index2 is an array of NumImages bytes where NumImages is the real
number of images in the file. However it's always filled with zeros
(sometimes there's a 1 somewhere but I don't know it's meaning).


Following the TransFlag, we have a ColorMap.... It points to a real address in memory. If you look at Iconset.bak, it was really supposed to be something.... but back to iconset.cpp, it doesn't even care for whatever is in the list that is in that address.


In short, it is funny and bizarre to figure out this kind of thing!

Back to top
View user's profile Send private message Visit poster's website Skype Account
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
Quick Reply
Username:


If you are visually impaired or cannot otherwise answer the challenges below please contact the Administrator for help.


Write only two of the following words separated by a sharp: Brotherhood, unity, peace! 

 
You can post new topics in this forum
You can 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: 0.2769s ][ Queries: 17 (0.0125s) ][ Debug on ]