:: Home :: Get Hosted :: PPM FAQ :: Forum FAQ :: Privacy Policy :: Search :: Memberlist :: Usergroups :: Register :: Profile :: Log in to check your private messages :: Log in ::
Do you want to advertise at Project Perfect Mod. Find out how to do it HERE.

The time now is Tue Jul 23, 2019 1:24 pm
All times are UTC + 0
 Forum index » Featured Tools » Community Tools
CNC Maps Renderer rewritten - works for Tiberian Sun and RA2
Moderators: Community Tools Developpers
Post new topic   Reply to topic Page 3 of 3 [105 Posts] View previous topic :: View next topic
Goto page: Previous 1, 2, 3
Author Message
E1 Elite
Commander


Joined: 28 May 2013

PostPosted: Thu Jul 04, 2019 7:06 am    Post subject: Reply with quote

Updated Map renderer (includes previous changes).

Changes (2019-07-04):
- Added 32-Facing support for SHP Vehicles with SHP turrets and corrections to 8-Facing cases.
- Added parameter for modconfig.xml to disable tiberium remap for TS mods.
- Added shapes for startup location marker namely Squared, Circled, Diamond and Ellipsed with size options of 2-6.
- Generate preview pack now can use SelectedAsAbove option to inject the shapes and sizes provided for startup markers.
- Tiled position option is also adapted to use the size parameter and is made available for generate preview pack.
- Other bug fixes and UI changes.

Attachment contains a generic version, a TSClient version with the pre-set UI settings and source code.

@Bittah Commander: Attaching modconfig.xml updated with disabled tiberium remap and disabled tiberium randomization.


CNCMaps_20190704.7z
 Description:

Download
 Filename:  CNCMaps_20190704.7z
 Filesize:  1.67 MB
 Downloaded:  4 Time(s)


dtamodconfig.zip
 Description:

Download
 Filename:  dtamodconfig.zip
 Filesize:  921 Bytes
 Downloaded:  3 Time(s)


Back to top
View user's profile Send private message
Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Fri Jul 05, 2019 8:14 pm    Post subject: Reply with quote

Awesome, 32 facings are working perfectly for turreted units now and tiberium is no longer remapable.
I noticed 2 small issues however:
  1. Units without turrets that don't have WalkFrames=1 specified no longer have the correct facings. Could WalkFrames=1 be used as the default (or is there an option to do so)?
  2. When I render the rsovm8.map mission, one of the gunboats near the top-right corner of the map appears like you see in the image below. Apparently the gunboat's shadow is being drawn over the unit for some reason, but even though there are several other gunboats with the same facing on the map, all other gunboats are properly drawn over their shadow instead of the other way around.



2019-07-05 215628.png
 Description:
 Filesize:  386.34 KB
 Viewed:  231 Time(s)

2019-07-05 215628.png



_________________

Back to top
View user's profile Send private message Send e-mail ModDB Profile ID YouTube User URL Facebook Profile URL
E1 Elite
Commander


Joined: 28 May 2013

PostPosted: Sat Jul 06, 2019 11:49 am    Post subject: Reply with quote

Updated Map renderer (includes previous changes).

Changes (2019-07-06):
- Editable dropdown of the start location marker size can now draw the markers with decimal value sizes except for the Tiled marker type.
- Fixed: Cases where the renderer button won't work for more than once without restarting the application.
- Fixed: Facings corrected for SHP vehicles where its ART.ini section won't have WalkFrames=1 specified.
- Fixed: Shadow problem(s) fix for rendering the first instance of a 32-facing SHP vehicle placed on its first or last 8 directions.

Attachment contains a generic version, a TSClient version with the pre-set UI settings and source code.


CNCMaps_20190706.7z
 Description:

Download
 Filename:  CNCMaps_20190706.7z
 Filesize:  1.67 MB
 Downloaded:  5 Time(s)


Back to top
View user's profile Send private message
Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Mon Jul 08, 2019 3:42 am    Post subject: Reply with quote

I think everything aside form the walls is in order now (and for the walls mappers could just learn to place them as overlay instead of buildings #Tongue), so thanks a lot!
_________________

Back to top
View user's profile Send private message Send e-mail ModDB Profile ID YouTube User URL Facebook Profile URL
E1 Elite
Commander


Joined: 28 May 2013

PostPosted: Sat Jul 20, 2019 5:10 am    Post subject: Reply with quote

For the TS tunnel entrance tops to be displayed, attaching an extra mix file and the modified modconfig.xml which are to be placed in the map renderer folder of the TSClient version. It contains tunnel top graphics added to the tunnel floor tiles. It looks better than what the tool currently shows but it comes with couple of glitches - objects are drawn over the tiles so objects that are supposed to be under the tunnel are shown above and lighting isn't completely adjusted. This is an optional or stopgap alternative to coding in the tool (have yet to figure out why tile anims are not getting displayed).


TSClient_TunnelTop.7z
 Description:

Download
 Filename:  TSClient_TunnelTop.7z
 Filesize:  76.33 KB
 Downloaded:  2 Time(s)


Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic Page 3 of 3 [105 Posts] Goto page: Previous 1, 2, 3
View previous topic :: View next topic
 Forum index » Featured Tools » Community Tools
Jump to:  
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

Wildcard SSL Certificates
[ Time: 0.6644s ][ Queries: 14 (0.5447s) ][ Debug on ]