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TMP Shop
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Nov 30, 2012 3:21 pm    Post subject:   TMP Shop
Subject description: formerly Radar Colorizer
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The TMP Shop is a tool which can edit multiple aspects of TMP files like the radar color and terrain type of an "unlimited" amount of tmp files in one single operation, which is especially useful for big mod projects like TI, where editing thousands of tmp files one by one is impossible.

Supports TS and RA2 TMP format.

Download: TMPShop.zip Version 01.01.00.10

System Requirements: .NET 3.5 or newer installed.



Installation: simply copy it into an empty folder of your choice. Then start the exe.
It will create a TMPshop.ini, so the folder needs read and write permission. (Using the desktop is a bad choice btw Wink )
The TMPshop.ini is automatically saved when you close the program and contains infos about the last used profile, the window position and size.

Usage:
1. Choose the folder that has all the tmp files with the "Select Directory" Button.
2. Create groups which will then contain the tmp files that should be edited in the same way.
3. Set the editing options for each group
4. Select the tmp files on the left that you wish to assign to the current group and press the >> button.
5. Once the groups got the files assigned, press "Start Modification"

The [File] menu allows to save, load and create new TMPshop profiles (ini files with rcp extension). A profile contains all the data about the used groups, the editing settings and the files belonging to each group.

Changing the radar color
The program can not give every single 1x1 tile in a big tmp a different radar color. It will give every one the same color defined in the group. That shouldn't be a problem though, since the radar needs to be made with less fancy colors anyway.

Changing the terrain type
This allows to change a terrain type into another one. Choose **Any** to give every tile the same terrain type.
Combined with the [Filter] for the main file list, this can be powerful to fix tiles with wrong terrain types

Fixing problematic TMPs
Some other tools seem to set the header for the extra graphics wrong, when they create new TMP files.
This tool allows you to fix some wrong set header.

Sidemenu
You can press shift+x to show the tmp info sidemenu.
Each single 1x1 tile in the preview shows in the upper half the high radar color and in the lower half the low radar color.
You can click on the image to get a color info with the exact RGB value.

Note: This is still a beta and I'm not 100% sure if it works 100% perfect. So do a backup of the tmp files!!!

Version 1.3 changes
-3 different preview modes added (textured, radar color, terrain info)
-program stores last sidemenu settings

To view the tmp textured with the right palette, you have to place the palette in the same directory as the tmp files. Then click on the [Palette] Button and choose the palette file in the filelist.
Each group can have a different palette.

Version 1.4 changes
-preview shows extra graphics
-preview shows tile-height
-Z-Data preview mode added (uses same palette as normal preview)
-file filter added (allows to filter files by terraintype and/or filename)
-routine to identify TMP files improved
-sidemenu shows info if tmp has errors (e.g. missing extra graphic)
-menu more failsafe (clicking the wrong buttons doesn't cause a crash anymore)

Version 1.5 changes
-[Preview Mode] menu item renamed to [Sidemenu Settings]
-Sidemenu Settings has an option to enable/disable the sidemenu
-new preview mode "Single Frames" added
-the filter can search for valid TMPs (SHPs with tem extension are ignored this way)

Version 1.6 changes
-(update) sidemenu hidden in alt+tab tasks list
-(bugfix) loading palette shows the palettes fine again
-(bugfix) loading profile reloads the fileslist
-(bugfix) no selected TMP doesn't cause crash in Single Frames mode
-(update) detailed frame specific info in Single Frames preview mode
-(update) Filter can search for problematic TMPs
-(update) Palette menu in [Sidemenu Settings]
  • if subfolder "Palettes" is present, the palette files are listed as sub menu items (see install/preview picture)
  • if current group has no palette specified, this global palette is used


TMP Shop Version 01.01.00.01
-"Radar Colorizer" renamed to "TMP Shop"
-(update) 5 last used profiles listed in the [File] menu
-(update) Interface enhanced. Groups offer selection to edit...
  • Radar Color
  • Terrain Type
  • Problematic TMPs

-(update) TerrainTypes can be set/replaced
-(update) Problematic TMPs can be fixed
  • wrong extra graphics header (negative size)
  • missing extra graphics image
  • extra graphics with width/height>0 but pos=0,0 (not always does this really indicate a problem, so countercheck it manually by viewing the tmp!)

-(bugfix) multiple files added to a group aren't listed in reverse order
-(update) performance improved when adding many files to a group
-(update) messagebox with progressbar added to most operations that may take longer

TMP Shop Version 01.01.00.02
-(update) TMP Analyzer improved
  • faster and more reliable search for problematic TMPs
  • more detailed and precise info about problems
-(bugfix) some interface labels fixed

TMP Shop Version 01.01.00.03
-(update) "Select Directory" open folder dialog shows textbox to enter path directly

TMP Shop Version 01.01.00.04
-(update) added Quick Edit function for TerrainType preview mode

TMP Shop Version 01.01.00.05
-(bugfix) Quick Edit does not set all tiles to selected TerrainType when clicking on empty tiles
-(update) Added option "Show Tile Border" to [Sidemenu Settings]

TMP Shop Version 01.01.00.06
-(update) [Tools] menu added with "Palette Analyzer & Converter" option
-(update) Palette Analyzer & Converter offers functions to
  • analyze palette usage (list how many pixel use every color of the palette)
  • list files using a certain color
  • convert palette of tmp files using a color scheme file
see this post for some short instructions

TMP Shop Version 01.01.00.07
-(update) "Color Scheme Generator" added to [Tools] menu

TMP Shop Version 01.01.00.08
-(bugfix) "Changed Colors only" in "Color Scheme Generator" fixed
-(update) contextmenu added to palettes with options to load/save the palette

TMP Shop Version 01.01.00.09
-(bugfix) changing Windaft dpi doesn't mess up the interface anymore

TMP Shop Version 01.01.00.10
-(update) custom tile sizes are supported (not only TS 48/24 and RA2 60/30)
-(update) all preview modes (except "Single Frames") show a more detailed info about possible problems (e.g. bad fileformat, wrong filesizes on corrupt TMPs, bad header settings etc)
-(bugfix) the program doesn't crash anymore on corrupt files, where the filesize is smaller than the expected size (e.g. as a result of bad header settings or missing data on the file itself)
-(update) "Single Frames" Preview Mode shows all header values
-(update) "Single Frames" Preview Mode has Quick Edit, which allows to change every header value of a certain tile in the TMP (Warning: be sure to know what you are doing here as this can corrupt a file pretty quick)
-(update) "Ramp Type" Preview Mode with QuickEdit added
-(update) "Edit Tile Header" Option added in main menu. It sets the "Damaged Art" value for all tiles of each file in the group.

TMP Shop Version 01.01.00.11
-(bugfix) the bit flags "Has Extra Data", "Has Z Data", "Has Damaged Data" and an "Unknown Flag" are now working correct (thanks to E1 Elite for the info)
-(update) in "Single Frames" the Sidemenu shows a new entry in the info label called "BitDataBlock" which is the one that is actually used for the bit flags.
-(bugfix) when switching from Quick Edit "Single Frames" mode to another mode, the input fields weren't removed from the Sidemenu

Last edited by Lin Kuei Ominae on Wed May 04, 2016 1:51 pm; edited 41 times in total

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SuperJoe
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Joined: 03 Sep 2009

PostPosted: Fri Nov 30, 2012 6:35 pm    Post subject: Reply with quote

Nice work, going to try this out as soon as I have some time.
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Nov 30, 2012 8:57 pm    Post subject: Reply with quote

After some serious tests with some more files, I've found already a few bugs. In one case it even made the tmp corrupt.
So this version is really not reliable and shouldn't be used!
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Mig Eater
General


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Fri Nov 30, 2012 10:49 pm    Post subject: Reply with quote

looks good, I've got 1,800 cliff tiles I need to recolour so I have high hopes for this protect.
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Gangster
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Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Fri Nov 30, 2012 11:18 pm    Post subject: Reply with quote

Thats usefull. It will save alot time for me too.
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Crimsonum
Seth


Joined: 14 Jul 2005
Location: The fine land of Finland

PostPosted: Fri Nov 30, 2012 11:21 pm    Post subject: Reply with quote

Woo! Congrats on finishing this.
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Nov 30, 2012 11:35 pm    Post subject: Reply with quote

Well, not yet finish.
Lin Kuei Ominae wrote:
So this version is really not reliable and shouldn't be used!



btw, those who have/mod RA2, please upload some tmp files so i can test these too.
It would be useful to have many different types of them (one or two tmp-files of each type are enough).
-with only one tile (the easiest form that has only one frame)
-cliffs (or other tmps with z-data) (cliffs with height=1 or 2 or 4 etc)
-with 2x2 tiles
-with custom/nonregular amount of tiles in a strange foundation
etc
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5 GDI, 5 Nod, 1 Mutant unit, 1 Scrin unit, 1 GDI building

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Aro
Alcohol Fueled


Joined: 10 Sep 2006
Location: Birmingham, United Kingdom

PostPosted: Sat Dec 01, 2012 1:07 am    Post subject: Reply with quote

Mig Eater wrote:
looks good, I've got 1,800 cliff tiles I need to recolour so I have high hopes for this protect.


You and I, kings of mass TMP production. I'm sure if you put D-Day and TI together you get around 20,000 TMP files if not more. Confused

Great work, LKO. This'll be a great step towards making a more useful radar interface.
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Nyerguds
General


Joined: 24 May 2004
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PostPosted: Sat Dec 01, 2012 1:58 am    Post subject: Reply with quote

Ooh, nice. This is pretty much a .tmp version of what Icy and I made for SHP files, isn't it?
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Bittah Commander
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Joined: 21 May 2003
Location: The Netherlands

PostPosted: Sat Dec 01, 2012 3:11 pm    Post subject: Reply with quote

Seems so, although your tool doesn't allow people to change the radar color for multiple SHPs at the same time does it? Considering tiberium exists of 12-20 SHPs per theater and most people would give them all the same radar colors (remapable), such a feature would be pretty useful however...
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Mig Eater
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Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sat Dec 01, 2012 3:36 pm    Post subject: Reply with quote

LKO I'll send you the marble madness tiles I made for D-day's new cliffs, they have pretty much every tile type you asked for there.
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sat Dec 01, 2012 4:15 pm    Post subject: Reply with quote

Got them. Thank you Smile

Nyerguds wrote:
Ooh, nice. This is pretty much a .tmp version of what Icy and I made for SHP files, isn't it?

Can you show me a link? I don't think I've seen your tool before.
But it sounds like they are similar.

Bittah Commander wrote:
Considering tiberium exists of 12-20 SHPs per theater and most people would give them all the same radar colors (remapable), such a feature would be pretty useful however...

Once the horrible tmp format is finish, i could imagine adding SHP support too. After all this format is much better documented in the SHP Builder code.
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CCHyper
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Joined: 07 Apr 2005

PostPosted: Sat Dec 01, 2012 4:35 pm    Post subject: Reply with quote

So the game does not use RadarColor?

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Graion Dilach
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Joined: 22 Nov 2010
Location: Iszkaszentgyörgy, Hungary

PostPosted: Sat Dec 01, 2012 4:37 pm    Post subject: Reply with quote

Considering that XCC Radar recolorizer modified every tmp to darken itself, I really doubt.

I couldn't get that tag working on my own neither.
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Bittah Commander
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Joined: 21 May 2003
Location: The Netherlands

PostPosted: Sat Dec 01, 2012 4:42 pm    Post subject: Reply with quote

You're talking about the LowRadarColor and HighRadarColor values in temperat.ini and snow.ini? TS indeed ignores those and gets the radar colors directly from the TMPs themselves.

As for the SHPs, IIRC you already know that the game ignores the radar colors specified for overlay in rules.ini.

Lin Kuei Ominae wrote:
Can you show me a link? I don't think I've seen your tool before.
But it sounds like they are similar.

Here it is.
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Dec 03, 2012 6:08 pm    Post subject: Reply with quote

I've found the bug and fixed it.
Attached is an example of the TI radar.

3000 TMP files
2 Radar Color Profiles
Time to adjust the color profiles, recolor all files and do the screenshots/tests ingame: 10 min Smile
Time to recolor the 3000 TMP files: 2.7 seconds Very Happy

I'll fix and add a few last things, before I upload the new first final version tomorrow.

@Mig Eater: All your crazy/extraordinary RA2 TMP files seem to work fine too. Smile
However i couldn't test them ingame.


TI Radar.png
 Description:
 Filesize:  44.35 KB
 Viewed:  20840 Time(s)

TI Radar.png



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SHP Artist of Twisted Insurrection. Main Nod building SHP creator.

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: The fine land of Finland

PostPosted: Mon Dec 03, 2012 6:52 pm    Post subject: Reply with quote

I wish there still was a way to at least double the Radar screen size. But test 2 is already much better than the original.
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Speeder
Commander


Joined: 03 Sep 2004
Location: Point Hope

PostPosted: Mon Dec 03, 2012 6:54 pm    Post subject: Reply with quote

Ground color 1, cliffs color 2, water color 3 and I'm done. Can't wait to try the proper version.
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Bittah Commander
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Joined: 21 May 2003
Location: The Netherlands

PostPosted: Mon Dec 03, 2012 6:54 pm    Post subject: Reply with quote

What's wrong with the original radar colors though?
For me personally the radar is still too tiny to be worth looking at either way...
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Dec 03, 2012 7:00 pm    Post subject: Reply with quote

The problem is the bright terrain in the radar. Thus the contrast between player colors and the terrain color is too low.

With a darker, less detailed terrain, you can make out much better the tiny 1 pixel big units on the radar.
Best example, see the green player on the picture above (second top right location). On the normal one it is almost invisible, while clearly visible on Test2.
The brown player below also only became visible in Test 2.


btw, does anyone know if the game compares the terrain files between each player?
It might be a nice feature to give each player the opportunity to color his radar as he wishes. It could be done before the start of the game, since it takes only a few seconds.
So some can go with a fancy colorful radar and others use a simplified/minimalistic one.

It might be also worth to give every civilian structure and unit RadarInvisible=yes, so the bright white pixel disappear too.
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mevitar
Flamethrower


Joined: 31 Dec 2010

PostPosted: Mon Dec 03, 2012 8:15 pm    Post subject: Reply with quote

I don't think the game checks for any graphic files at all, just the text files needed to run the game. You can safely play it with different voxels and shps on each machine, as long as their entries are the same, so why not terrain?

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Mig Eater
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Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Mon Dec 03, 2012 8:17 pm    Post subject: Reply with quote

AFAIK the game only compares ini files & maps, using your own gfx online/LAN is fine.

Edit: mev ninja'd me #Tongue
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Bittah Commander
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Joined: 21 May 2003
Location: The Netherlands

PostPosted: Mon Dec 03, 2012 8:29 pm    Post subject: Reply with quote

The TMP files are more than just graphics however; they also contain properties for height and what terrain type every cell is, which tells the game how fast a unit can move on those cells or whether those cells are impassable.
So with that in mind, it would make sense for the game to check for it, so that certain terrain won't be impassable for one player and not for another (although that could also simply cause a desync when when a unit moves on such a cell).
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Dec 03, 2012 8:45 pm    Post subject: Reply with quote

true, but comparing thousands of files between 8 players is one huge operation too.

It might be worth a test.


On a different note: Does anyone know if the color for the Neutral/Special house can be changed? It would be nice to give the civilians a dark grey instead.
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Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant unit, 1 Scrin unit, 1 GDI building

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Mon Dec 03, 2012 9:13 pm    Post subject: Reply with quote

You just could've taken a look at DTA; it has been using a different color for that house for many years already Razz

Just edit the values after LightGrey= under [Colors].
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Dec 03, 2012 9:21 pm    Post subject: Reply with quote

wow, i played already quite a few games but never noticed the different radar color. Of course i noticed the dark gold on the remap, but never checked the radar.
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X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant unit, 1 Scrin unit, 1 GDI building

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Mon Dec 03, 2012 10:03 pm    Post subject: Reply with quote

I initially changed it especially for the "building terrain" (I intentionally picked a color that was was exactly in between the temperate and desert clear tiles, so that it'd look good on the radar when playing on maps of both theaters) and when I switched to real terrain this was actually no longer necessary, but I never changed the civilian remap color back because I thought the current color was actually a lot more fitting (especially with Metalic present as a selectable color in multiplayer).
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SMIFFGIG
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Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Mon Dec 03, 2012 10:49 pm    Post subject: Reply with quote

Crimsonum wrote:
I wish there still was a way to at least double the Radar screen size. But test 2 is already much better than the original.

This
especially with everyone's huge resolution sizes these days
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Dec 04, 2012 1:33 pm    Post subject: Reply with quote

Final Version 1.2 is done.
Download link and description in the first post updated.
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SHP Artist of Twisted Insurrection. Main Nod building SHP creator.

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant unit, 1 Scrin unit, 1 GDI building

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Speeder
Commander


Joined: 03 Sep 2004
Location: Point Hope

PostPosted: Wed Dec 05, 2012 12:35 pm    Post subject: Reply with quote



How do I get rid of trees and rocks from the minimap.. or at least paint them in the same color ground has?

Colorizer doesn't work, RadarInvisible on overlay rocks doesn't work, RadarColor doesn't work.

Great tool btw, LKO.

EDIT: Okay, nevermind the RadarColor and rocks thing. This leaves the trees.
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Last edited by Speeder on Wed Dec 05, 2012 1:15 pm; edited 1 time in total

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CCHyper
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Joined: 07 Apr 2005

PostPosted: Wed Dec 05, 2012 12:51 pm    Post subject: Reply with quote

In TS, RadarColor is hardcoded to the shapes file values. In RA2, RadarColor is loaded on TerrainTypes only IIRC...

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Dec 05, 2012 1:35 pm    Post subject: Reply with quote

@Speeder: this tool can only modify tmp files. Trees, rocks and other terrain stuff are normal SHPs. SHPs can have a radarcolor too. See Bittah's post above.

btw, nice radar you have there. Smile Can you show a picture how it was before the conversion?
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X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant unit, 1 Scrin unit, 1 GDI building

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Starkku
Energy Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Wed Dec 05, 2012 1:44 pm    Post subject: Reply with quote

Pretty sure that it's impossible to alter the radar color of TerrainTypes and ore overlays in RA2/YR. It does not use the values in the SHP files themselves nor RadarColor= from INI.
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Speeder
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Joined: 03 Sep 2004
Location: Point Hope

PostPosted: Wed Dec 05, 2012 1:56 pm    Post subject: Reply with quote

All right, I made rocks the color of ground with RadarColor. Trees remain unresolved..

I also brightened all colors a bit and added one more group for entrances, bridges and large slopes (for some reason, might change this one back to green though).

Desert might not be the best comparison example for this one, but I think it will work better with terrains like snow and urban. This color set allows me to use few remap colors safely.


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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Wed Dec 05, 2012 3:11 pm    Post subject: Reply with quote

The large slopes look great on that IMO. I just don't think you should use green for desert terrain. #Tongue
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Aro
Alcohol Fueled


Joined: 10 Sep 2006
Location: Birmingham, United Kingdom

PostPosted: Wed Dec 05, 2012 3:19 pm    Post subject: Reply with quote

My attempt at a more... radary radar.


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Speeder
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Joined: 03 Sep 2004
Location: Point Hope

PostPosted: Wed Dec 05, 2012 3:24 pm    Post subject: Reply with quote

OmegaBolt wrote:
The large slopes look great on that IMO. I just don't think you should use green for desert terrain. #Tongue


I will most likely use green for all terrains. There are shades of brown I use for house colors and they don't look good on other browns. They all look sharp on this green though.
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Aro
Alcohol Fueled


Joined: 10 Sep 2006
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PostPosted: Wed Dec 05, 2012 4:42 pm    Post subject: Reply with quote

And another.


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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Dec 05, 2012 6:38 pm    Post subject: Reply with quote

oh, i just realized speeder is using it successful on RA2 tmp files. Nice to see it working with these tmp as well. Smile
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Speeder
Commander


Joined: 03 Sep 2004
Location: Point Hope

PostPosted: Thu Dec 06, 2012 9:07 am    Post subject: Reply with quote

So, no way of changing the trees radar color? Tried a few things already and nothing worked.
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Dec 06, 2012 9:11 am    Post subject: Reply with quote

Which color is used? Are they black or do they have a certain color?
If they use a color, does it look like the shown object? If yes, what happens if you have a red terraintype? Will it show red on the radar as well?
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Speeder
Commander


Joined: 03 Sep 2004
Location: Point Hope

PostPosted: Thu Dec 06, 2012 9:12 am    Post subject: Reply with quote

Back to the picture I showed earlier.



See those single dots in a color similar to ore? Those are trees.
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Dec 06, 2012 9:15 am    Post subject: Reply with quote

You mean those few scattered pixel? Are there only 20 trees on this map?

What happens if you have bright red Ore? Will it show a red radar color too or still keep this pudding-yellow?


take a color picker, find out the rgb value, then search the inis for this value (keep in mind that some use hsv in the inis)
Maybe it's using one of the many color keys like LightLime or LightPeach.
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Speeder
Commander


Joined: 03 Sep 2004
Location: Point Hope

PostPosted: Thu Dec 06, 2012 9:19 am    Post subject: Reply with quote

Yeah, not many trees in that map.



Gotta check that ore thing later, although given that they're overlays + rocks being overlays too and being affected by RadarColor..
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Dec 06, 2012 9:20 am    Post subject: Reply with quote

Then change the trees into destroyable rocks. Wink
It's surely just a key like IsARock=true which enables the radarcolor.
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Starkku
Energy Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Thu Dec 06, 2012 9:54 am    Post subject: Reply with quote

The ore color stays the same no matter what. I have different colored (silvery blue, for an example) ores in my mod and it still stays light yellow/brown on radar. It does not use any color scheme from INI nor RadarColor= seems to get used under any circumstances. Hardcoded behaviour attached to Tiberium=yes overlays I bet. Adding IsARock=yes to ore overlays does nothing but make the ore unharvestable.

Lin Kuei Ominae wrote:
Then change the trees into destroyable rocks. Wink


Would need to edit every goddamn map manually to change all the trees from TerrainTypes to Overlays. Not a fun job, certainly.
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Dec 06, 2012 1:26 pm    Post subject: Reply with quote

I thought he meant TerrainType rocks.

\EDIT
new version 1.3 uploaded
it allows to view the tmp in
-its normal textured state (using a palette of your choice)
-the tiles colored in the radar color
-the normal textured state with a terraintype info text

First post edited.

\EDIT
@speeder: try giving the trees RadarInvisible=yes Wink
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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Thu Dec 06, 2012 2:29 pm    Post subject: Reply with quote

Since this tool already appears to be capable of showing what ground type every cell uses, would it be doable to also add a filter which allows you to only show TMP files that include cells with a certain ground type?
And a function which replaces one ground type with another for all selected TMP files could be very useful as well, although that would be slightly beside the purpose of this tool...

Still, with such I function you'd be able to instantly find TMPs where one or more cells use a wrong ground type (like in the image in this topic's first post) and in some cases you'd also be able to instantly fix it for multiple files.
Another situation where this would be very helpful is if you decide to use a certain ground type for a specific purpose and then need to remove that ground type from all tiles that currently still make use of it.
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Dec 06, 2012 2:36 pm    Post subject: Reply with quote

both possible.
Seeing many cliffs using wrong terraintypes, I thought it would surely help to be able to set them all to "rock" in one operation.
Haven't thought about a "replace" and planned more a simple "set" function for the terraintype, but a replace is definitely possible and now on my todo list too. Smile
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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Thu Dec 06, 2012 2:39 pm    Post subject: Reply with quote

You might end up having to rename this tool to TMP Property Modifier or something then #Tongue
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