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Possible reason for terrain appearing as black in radar
Moderators: Reaperrr, red_rebel
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SeaMan
Man of the Sea


Joined: 07 Dec 2002
Location: Oulu, Finland

PostPosted: Sat Nov 20, 2004 3:21 pm    Post subject:  Possible reason for terrain appearing as black in radar Reply with quote  Mark this post and the followings unread

TMP files are SHP files with additional data embedded to them.
For example, when you simply compile the tiberium PXCs into SHPs, XCC does not save the terrain data thus TS uses the default black colour instead.

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Banshee
Supreme Banshee


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

PostPosted: Sat Nov 20, 2004 7:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

This is not a possible reason, Seaman. It IS the reason. TMP files have settings for radar colours. When the game doesnt get these settings, the default is black (0,0,0).

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Reaperrr
Commander


Joined: 26 Apr 2003
Location: Somewhere in Germany

PostPosted: Sat Nov 20, 2004 7:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

Banshee wrote:
This is not a possible reason, Seaman. It IS the reason. TMP files have settings for radar colours. When the game doesnt get these settings, the default is black (0,0,0).

but I don't know where these settings are and how to change them.

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Banshee
Supreme Banshee


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

PostPosted: Sat Nov 20, 2004 9:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

XCC TMP Editor does not have an option to edit these. The only way to sort it is doing with an hex editor in the moment. If wanna know how, take a look at a topic about the TMP format at CnC Editing Tools... this can give you a good tip for you on this matter.

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Nyerguds
General


Joined: 24 May 2004
Location: Flanders (Be) Posts:300000001

PostPosted: Sat Nov 20, 2004 10:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

BUT TIBERIUM IS A SHP, NOT A TMP!

*sigh*

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Banshee
Supreme Banshee


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

PostPosted: Sat Nov 20, 2004 10:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

That's why.

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Nyerguds
General


Joined: 24 May 2004
Location: Flanders (Be) Posts:300000001

PostPosted: Sat Nov 20, 2004 11:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

and with tmps there's a Radarcolor tag in the INI's anyway.

Hm... I'm gonna do some hex research on this. I know C&C divides all its color values by 4 in the palettes, so that's prolly the same in the shp.

And yeah... the same problem seems to occur with walls Sad

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Banshee
Supreme Banshee


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

PostPosted: Sun Nov 21, 2004 4:49 am    Post subject: Reply with quote  Mark this post and the followings unread

The first four lines of the TMP are the TMP header. Then, you have the pointers to the TMP frames until it reachs the address pointed by the first frames (if the pointer is 00 00 00 00, then it points for no frames). Then, you just need to follow the TMP Header structure (found in XCC source of TMP research topics at CnC Editing Tools until you reach the red, green and blue values for the left and right radar colour.

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Nyerguds
General


Joined: 24 May 2004
Location: Flanders (Be) Posts:300000001

PostPosted: Sun Nov 21, 2004 1:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

SO?!? All that WON'T HELP, since we're NOT TALKING ABOUT TMPs! This is about SHP files!

You know what I find so very stupid about all this?
In C&C1, the game got the radar image of tiberium and walls by actually resizing the wall/tiberium itself.

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Banshee
Supreme Banshee


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

PostPosted: Sun Nov 21, 2004 3:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

Calm down, dude... simply convert the SHP data in TMP...

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Nyerguds
General


Joined: 24 May 2004
Location: Flanders (Be) Posts:300000001

PostPosted: Sun Nov 21, 2004 4:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

'simply'?

how then? Confused

I seriously think I'm missing some things here... first of them being I know nothing about TS tmp files, and second of them being why TS would accept tmp files as shp files for the tiberium and walls.

Or are you saying tib and walls are actually tmp files, but because there's so little difference between the two types the game accepts real shps too?

And in that case... CAN you make tmp files with multiple frames?

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Banshee
Supreme Banshee


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

PostPosted: Sun Nov 21, 2004 5:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
CAN you make tmp files with multiple frames?


you have to make multiples TMPs and using the XXXX (or XXX, not sure) to differenciate them in their name.


Quote:
Or are you saying tib and walls are actually tmp files, but because there's so little difference between the two types the game accepts real shps too?


- I think tiberium can be TMP.

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