Rends Posted January 15, 2014 Posted January 15, 2014 Hi, is there a tutorial out there about editing a Terrain tile to add buildings and trees? i created a new Terrain texture and added following entries to the GermanyCE_Data : [Texture159]Filename=germanySC50A2.tgaHasWater=1Color=0.323748,0.351948,0.374077SolidObjectTexture=CE_CITY1.BMPAlphaObjectTexture=TER_EUROTREES1.tga It's just a rework of the original germanySC50A.tga. But there are no trees or buildings on it. BTW: For what does the Color entry stand for? Quote
Icarus999 Posted January 15, 2014 Posted January 15, 2014 Wrench made a mini tutorial about accurately placing buildings and such on a per tile basis when I posted a similar thread last year, however all of the images have since disappeared. Quote
Wrench Posted January 15, 2014 Posted January 15, 2014 (edited) copy/paste the GermanySC50A.tod into the terrain folder. If one already exists, it'll rename or save itself as ****_copy.TOD. Then rename to match the new tile no clue what color statement does Edited January 15, 2014 by Wrench Quote
Rends Posted January 28, 2014 Author Posted January 28, 2014 (edited) Guys i have a Problem. everytime a bomb or rocket hit the ground (land or water) on the new tile the game chrashes The new tiletexture seems to work nice. Water Looks like water all is fine so far until a bomb hit the ground or water. I created a copy of the germanySC50A.tod file and renamed it germanySC50A2.tod the same as the new texture. Maybe it has something todo that i filed an area which was land before with water? The entry in the GermanyCE.data [Texture159]Filename=germanySC50A2.tgaHasWater=1Color=0.323748,0.351948,0.374077SolidObjectTexture=CE_CITY1.BMPAlphaObjectTexture=TER_EUROTREES1.tga Edited January 28, 2014 by Rends 1 Quote
Rends Posted January 28, 2014 Author Posted January 28, 2014 (edited) Btw: in the files Stary send me i found a hm file for the original germanySC50A.tga file. Well i don't have one for the new germanySC50A2.tga and no idea what todo with a hm file. Seems like it's telling the gameengine what's water and land. I also havn't found out how to import the new tga file in the terrain editor. I used the alternative Tfd editor before to import my new file and got it working ingame. Edited January 28, 2014 by Rends Quote
+Stary Posted January 28, 2014 Posted January 28, 2014 No, hm files add extra displacement which is tile based, the engine knows where's water based onalpha channel check. As for crash I have no idea st the moment. To add tile to the terrain editor you can modify the texturelist in notepad or add it via options in Terrain Editor Quote
Rends Posted January 28, 2014 Author Posted January 28, 2014 Anyone who can check this texturetile? Quote
Rends Posted January 29, 2014 Author Posted January 29, 2014 Guess i solved it by changing the haswater entry from 1 to 2. At least i saw impacts on the tile in 2 missions without game crash. Just wonder what's the difference between those two entries? Quote
+Stary Posted January 29, 2014 Posted January 29, 2014 HasWater= determines engine check for water presence, HasWater=2 says whole tile is water (usually xxxS1.tga or xxxxS2.tga; depends on tileset anming convention) while HasWater=1 does extra check based on alpha channel (where white=water black=land) Quote
Rends Posted January 29, 2014 Author Posted January 29, 2014 At least water2 works fine on the harbour. I ran some test Bmp24bit water1 = wateranimation over the whole tile ,no crash Tga24bit water1 = wateranimation over the whole tile, no crash Tga32bit water1 = wateranimation on alpha layer but crashed Tga32bit water2 = wateranimation on alpha layer no crash I also noticed that half of the river tiles use water1 and the other half water2 Quote
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