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gerwin

Alternate TFD Terrain Tilemap editor/viewer

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I would have NEVER thought to have looked into a TOD with a hex editor!!!

 

what it's probably saying, is similar to what the *name-of-tile*.ini says. for example, like below one I made for the Vietnam G-rivT3 (grass river turn, #3) tile

 

[vietnamG-RivT3.bmp]
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Object275.MapClass=1
Object275.Chance=100
Object275.PositionX=185.000000
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Object276.TypeName=Tree1
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Object276.Chance=100
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Object277.Chance=100
Object277.PositionX=169.000000
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Object277.Angle=195.000000
Object278.TypeName=Tree1
Object278.MapClass=1
Object278.Chance=100
Object278.PositionX=163.000000
Object278.PositionY=40.000000
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Object279.PositionX=161.000000
Object279.PositionY=40.000000
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Object280.TypeName=Tree1
Object280.MapClass=1
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Object281.Chance=100
Object281.PositionX=97.000000
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Object282.TypeName=Tree1
Object282.MapClass=1
Object282.Chance=100
Object282.PositionX=96.000000
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Object283.TypeName=Tree1
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Object283.Chance=100
Object283.PositionX=96.000000
Object283.PositionY=18.000000
Object283.Angle=265.000000
Object284.TypeName=Tree1
Object284.MapClass=1
Object284.Chance=100
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Object284.Angle=332.000000
Object285.TypeName=Tree1
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Object285.Chance=100
Object285.PositionX=100.000000
Object285.PositionY=12.000000
Object285.Angle=332.000000
Object286.TypeName=Tree1
Object286.MapClass=1
Object286.Chance=100
Object286.PositionX=99.000000
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Object286.Angle=198.000000
Object287.TypeName=Tree1
Object287.MapClass=1
Object287.Chance=100
Object287.PositionX=100.000000
Object287.PositionY=36.000000
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Object288.TypeName=Tree1
Object288.MapClass=1
Object288.Chance=100
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Object289.TypeName=Tree1
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Object289.PositionY=48.000000
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Object291.TypeName=Tree1
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Object291.Angle=45.000000
Object292.TypeName=Tree1
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Object292.Chance=100
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Object292.PositionY=67.000000
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Object293.TypeName=Tree1
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Object293.PositionX=103.000000
Object293.PositionY=74.000000
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Object294.TypeName=Tree1
Object294.MapClass=1
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Object294.PositionY=77.000000
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Object295.TypeName=Tree1
Object295.MapClass=1
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Object295.PositionY=78.000000
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Object296.TypeName=Tree1
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Object296.PositionX=102.000000
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Object297.TypeName=Tree1
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Object298.Chance=100
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Object332.TypeName=Tree1
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Object332.PositionY=114.000000
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Object333.TypeName=Tree1
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Object334.TypeName=Tree1
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Object334.PositionX=96.000000
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Object335.TypeName=Tree1
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Object335.Chance=100
Object335.PositionX=98.000000
Object335.PositionY=54.000000
Object335.Angle=55.000000
Object336.TypeName=Tree1
Object336.MapClass=1
Object336.Chance=100
Object336.PositionX=99.000000
Object336.PositionY=55.000000
Object336.Angle=248.000000

 

the angle is self explanatory

the MapClass I don't know; maybe referencing if it's a solid object or alpha object?

position is also self explainitory; the 0/0 point is the lower left corner of the tile (all tiles, and terrains too for that matter)

 

hope this helps some!

 

 

 

edit: yes, it appears MapClass defines solid or alpha. looked at a city tile, and the various buildings are MapClass=0

 

how to import the solid objects ... that's beyond me! I think Stary and Brain32 know!

Edited by Wrench

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exactly, MapClass= defines type of TOD object 0=SolidObject 1=AlphaObject

 

that's why these have their own separate entries in terrain's _data.ini and respective shaders

 

Gerwin, fact that you have found edges positions of polygons via HEX -you're godlike man! The parts you have no idea what represent -this might be the data (texture coordinates) for polygons mapping of defined (again, via terrain's _data.ini) textures, separate for mapClass=0 and =1, engine allows them to be individual for every TOD-related tile

 

this gives us hope one day we might have 3D Max to TOD converter... something I'd kill sick blind puppy for (not literally... maybe not)

Edited by Stary
  • Like 1

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uMM, I am missing something here but isn't the TOD solids built directly in the Terraineditor?`You just set up type as box, type in the dimensions and texture coordinates and voila, simple box house. I also worked out how the texture coordinates works, in case anyone wondered but probably thos in the know already knew.

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yes, that's how we do them -sadly. then TE outputs the mesh via it's wizardry; cracking the wizardry part is my dream

 

texture coordinates are percents or the texture to use, 0,0 being top left 1,1 bottom right, every surface of box (4+top) can have different part assigned or share the same

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what it's probably saying, is similar to what the *name-of-tile*.ini says.

 

Both yes and no.

Angle is gone in the tod file, and there is no location for a single object.

Instead there are coordinates of points/vertices which belong to triangles. The computer renders textured triangles. A square building has 5 square sides, 10 triangles. 8 different points. but possibly up to 3*10 stored points. Then the texture part stary just mentioned. And maybe some additional data I forgot about.

 

Thanks for the list, it is still useful.

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glad to help, in any little way I can!! :biggrin:

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Can the "Target Area" maximum be increased to show more than 768 target areas? Believe it or not I'm at 767 targets. I need to place a lot more trains and stations. can still place them, but I cant see them throught the TFD tool. Gerwin, this tool is amazing! Thank you.

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Gerwin, no words.....

 

Just updated the tool.  The max zoom level now and being able to actually see what direction the objects are pointing.  The whole thing is awesome.

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you say angle is gone, as in it's only sort of 2-dimensional with some height information?

Edited by Stary

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you say angle is gone, as in it's only sort of 2-dimensional with some height information?

 

Yes; raw X, Y and Z coordinates. IEEE float format. With the far edge of the tile being 2000 meters. IIRC

 

 @10107

Glad you like it.

 

Regarding quack74 his request, I mailed him an adjusted version of the program, with a target area limit of 1024.

@101

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Gerwin,

 

Is there a way to have the tool adjust the height in a single increment?

 

For example you are placing an airfield on a tile that has a range between 4 and 13 and you want to set the height of the tile at 7.

 

Thank you

 

Krfrge

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Gerwin,

 

Is there a limitation on the number of movement.ini the Tool can display?

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Currently most, if not all things in TFDtool have a set limit.

I see that the total movement points/coordinates is 4096, regardless of the amount of movement routes.

Is the program failing to draw all your movement data?

 

(PS. I answered the question from 14 February 2014 by combatace PM)

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Gerwin,

 

That is corrrect.

I have 68 movement routes (GROUND_ATTACK, SHIPPPING, TRUCK) but it only draws 63 routes.

I've checked and none of the routes overlay one another so I am not sure what the issue could be.

 

I will keep testing to see if the new routes become avaiable during flights and will let you know.

 

Thank you.

 

Krfrge

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Don't bother testing, I just noticed I indeed capped it at 64 somewhere.

Will raise that limit in a few days.

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I've just noticed that's for the time being your nice tool doesn't support JPEG tile file format, could we expect to get it ?

Thank you in advance

Edited by Eole2

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Gerwin,

 

Thank you.

 

Krfrge

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Hi Gerwin,

thanks again for your continuing support of this editor!

 

I have one idea, might be easy to implement or not, dont know, but here goes:

 

Could it be possible to have the editor load a map image to aid placement of rivers and cities which you could switch to back and forth like you can switch between height map and tile map now? Maybe just a BMP file with say _map in the end. So if I load Desert4.TFD and there is a Desert4_Map.bmp present it will load it too? I think this would be a real winner feature among mappers!

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Don't bother testing, I just noticed I indeed capped it at 64 somewhere.

Will raise that limit in a few days.

 

TFDtool v0.94 is up

 

@krfrge

I raised the movement routes limits, you can find the current limits in the help file.

 

 @Eole2

Jpeg support has been added. Of course Jpeg compression has its advantages, when used under the right circumstances, like higher res tilesets.

TFDtool works with images with the file extension "JPG", but extension "JPEG" does not work. So watch the file names. Windows hides extensions by default.

 

Another new thing is the E key, which brings up a dialog with all the export options.

 

@Centurion-1

Normally I would have added such a feature already. But the problem is that the DEM heightmap files used for Strike Fighters are usually in a rectangular format. And that projection does not really match any geographic reference maps. Unless someone converts projections with Geographic software (like Xplanet). But AFAIK I am the only one who did that once, for Wrench's North Sea map. Without exact projection conversion, a user remains approximating the exact locations of rivers and cities anyways.

...Feel free to correct me though.

Edited by gerwin

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Gerwin,

 

Thank you again for this great tool. I certainly appreciate your "adjustments".

 

Kindest regards

 

Krfrge

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Gerwin,

 

Thank you again for your quick answer and nice addition .

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Thanks for your continued work on this.

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@Centurion-1

Normally I would have added such a feature already. But the problem is that the DEM heightmap files used for Strike Fighters are usually in a rectangular format. And that projection does not really match any geographic reference maps. Unless someone converts projections with Geographic software (like Xplanet). But AFAIK I am the only one who did that once, for Wrench's North Sea map. Without exact projection conversion, a user remains approximating the exact locations of rivers and cities anyways.

...Feel free to correct me though.

 

Well, my plan was a bit simpler than that, just to take google maps screenshots and overlay them over the DEM export in photoshop manually. At least for me that would be about a million percent faster when tiling rivers and whatnot, but I dont know how time consuming this feature would be for you?

 

Anyways, thanks for an awesome program and your continued support!

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OK it makes sense, I will see if such a thing can be added easily, when I next work on the program.

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Hi Gerwin, don't suppose you had a chance to look at the feature of overlaying a map I requested?

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