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 Forum index » Modding Central » Media Hut
[TS] Beta Desert Terrain
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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Sun Apr 24, 2016 5:44 pm    Post subject:  [TS] Beta Desert Terrain
Subject description: Now covering slopes, cliffs, bridges, and more!
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Here is an almost pixel-perfect remake of the TS beta cliff set, which were noticably more brown than the cliffs in the release version. I was able to copy the beta cliff "palette" from certain sprites in the release version, such as tunnel floors and roofs, which retained the old cliff art.

Preview:



The .rar file includes all 42 regular cliff tiles, 10 ramps and 2 destroyable cliff pieces. I might do water cliffs later.

Note that to use the destroyable cliff pieces you have to replace the original ones with these, as the logic is hardcoded to a single destroyable cliff set.

If you use these in a project, please give credit where due.

EDIT: Uploaded a complete set. The only things missing are the Scrin and Kodiak wreckages. Everything else is there.

The set includes all cliff tiles, all ramps and slopes, all tunnels and bridges, and even those big rough tiles.


desert_tiles.rar
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 Filename:  desert_tiles.rar
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Last edited by Crimsonum on Fri Apr 29, 2016 1:55 pm; edited 2 times in total

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Mon Apr 25, 2016 9:11 am    Post subject: Reply with quote

Good job. We really should have a terrain forum for stuff like this, I fear this is probably going to get lost & forgotten in the media hut Sad
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Allen
Cyborg Specialist


Joined: 13 Feb 2007
Location: C:\Westwood\ TechLevel=12

PostPosted: Mon Apr 25, 2016 8:05 pm    Post subject: Reply with quote

Don't remember if there where beta cliffs...
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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Tue Apr 26, 2016 11:43 am    Post subject: Reply with quote

Yeah, there were:

Spoiler (click here to read it):






It might be hard to tell due to the crap quality of those pictures, but they clearly lacked the gray hue that was added later on.
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E1 Elite
Commander


Joined: 28 May 2013

PostPosted: Wed Apr 27, 2016 5:22 am    Post subject: Reply with quote

Nice work.

The set would seem complete with conversions for:
- adjoining tunnel entrances (normal and rail tracks)
- adjoining bridges
- kodiak crash part
- crystal cliffs
- water cliffs
- adjoining water caves and waterfalls

Agree with Mig Eater, that a subforum for terrain and others (that are not shp/vxl) would have been better
to put stuff like this.

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Fri Apr 29, 2016 1:58 pm    Post subject: Reply with quote

Alright, I've finished the set. I had to convert all slopes as well because I discovered they didn't fit the new ramps, and I looked at the beta screenshots and noticed how they looked different there too.

Unfortunatelly I didn't bother to convert the Scrin and Kodiak wreckage tiles, they just didn't seem like worth the effort. Anyone is free to use my tiles to do it, though.

First post edited to include the expanded set. Just put the mix in your TS folder & enjoy!

EDIT: Anyone know why the slope fix doesn't work with this set? Well, it does, but it only uses one variant of each slope edge type, which causes slopes to look repetive.


SCRN0008.png
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SCRN0008.png



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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Fri Apr 29, 2016 2:42 pm    Post subject: Reply with quote

What TMP editor are you using? Older ones set the "has damaged artwork" option to yes as default, which messes up the random selection of tiles within a set.
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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Fri Apr 29, 2016 4:18 pm    Post subject: Reply with quote

I see, I remember reading about this before. How would I go about changing that option for the tiles? I can't seem to find a way in XCC TMP Editor (maybe I'm just blind).
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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Fri Apr 29, 2016 4:34 pm    Post subject: Reply with quote

Download the TMP editor here, you then have to open each of the tmp files & untick the "has damaged artwork" in the properties menu.
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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Fri Apr 29, 2016 4:50 pm    Post subject: Reply with quote

Not only that, but curiously the individual cells of a larger tile have the property independent of each other, which means.... sigh... I have to fix hundreds upon hundreds of cells Neutral Even though having that false property doesn't seem to cause problems with tiles other than slopes and cliff corners, I'll rather fix it now than end up facing peculiar problems later.
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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Fri Apr 29, 2016 5:28 pm    Post subject: Reply with quote

Maybe LKO could add a function for this to TMP Shop...
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Apr 29, 2016 6:21 pm    Post subject: Reply with quote

yeah, this should be easy to add
Though you have to wait till Monday, since i don't have access to the latest version right now.
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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Fri Apr 29, 2016 6:42 pm    Post subject: Reply with quote

Please do Very Happy I considered programming a way myself but I have little to no knowledge regarding the TMP file format Neutral
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Mechacaseal
Rocket Cyborg


Joined: 29 Aug 2015

PostPosted: Sun May 01, 2016 4:10 am    Post subject: Reply with quote

not sure how i feel about this change. will try it and find out. does go better with the way tundra cliffs look. brown for brown and snow for snow. i like changing everything in the game so this is a good change to test.

can someone put the graphics in a expand mix file that i can toss into tibsun directory and test. i dotn feel like getting winrar and xcc right now.

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Mon May 02, 2016 10:25 am    Post subject: Reply with quote

I'm trying to convert the clear rocks as well, however, the game crashes with the edited TEM files. What could I've done wrong? I edited them with SHP builder and saved as TEM files. Do they need some special compression value when saving?
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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Mon May 02, 2016 10:54 am    Post subject: Reply with quote

They dont need any special compression, they are just normal shp files with a different extension. Try saving them as a standard shp & manually renaming the extension.
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Mechacaseal
Rocket Cyborg


Joined: 29 Aug 2015

PostPosted: Fri May 13, 2016 6:57 pm    Post subject: Reply with quote

i forgot to say i dont like this terrain. now i see why they changed it.

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Mechacaseal
Rocket Cyborg


Joined: 29 Aug 2015

PostPosted: Fri May 27, 2016 11:03 pm    Post subject: Reply with quote



these edges need fixing

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Sat May 28, 2016 9:40 am    Post subject: Reply with quote

It seems to be the map lighting that causes the tiled appearance (the brightness difference between the upper and lower ground), not the tiles themselves.
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Team Black
Defense Minister


Joined: 25 Sep 2006
Location: Georgia, USA Posts: Over 9000

PostPosted: Sat May 28, 2016 12:16 pm    Post subject: Reply with quote

It's got a nice, different look to it. Maybe it's time to update TS: Retro #Tongue
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FurryQueen
General


Joined: 24 Jul 2010

PostPosted: Sat May 28, 2016 10:39 pm    Post subject: Reply with quote

If I ever make a TS mod, which I probably will one day, this will get used.
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Isaac_The_Madd
AA Infantry


Joined: 16 Jul 2015

PostPosted: Mon May 30, 2016 2:15 pm    Post subject: Reply with quote

I see you added more ripped assets.

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Mechacaseal
Rocket Cyborg


Joined: 29 Aug 2015

PostPosted: Mon May 30, 2016 2:18 pm    Post subject: Reply with quote

Isaac_The_Madd wrote:
I see you added more ripped assets.

only the best rips  #Lil angel

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon May 30, 2016 2:34 pm    Post subject: Reply with quote

\post with ripped assets removed
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X-Mech Calendar (28 Mechs for GDI and Nod)
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Mechacaseal
Rocket Cyborg


Joined: 29 Aug 2015

PostPosted: Tue May 31, 2016 4:29 pm    Post subject: Reply with quote

when player messaged the cliff shadows overlapped. i was recording so im pretty sure thats what caused it since it happened right when he messages...



this a game engine bug or graphic bug?

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Mechacaseal
Rocket Cyborg


Joined: 29 Aug 2015

PostPosted: Mon Jul 04, 2016 12:37 pm    Post subject: Reply with quote

this is on map super bridgehead. the roads on the hills are still grey terrain. this a low resolution image but its quite apparent ingame.


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