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new road junction
#31
i got it, i copied it, but do u mean mirror? i dont see a button that says that.

is there someplace that shows all the tilesets without having to extract them???
Poland's Revenge......... a CAJE production...........release date 1/1/2011
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#32
Mirror picture in paint: Press Drtl+D
[Image: osen2o7mpmm4jg1fs0.jpg]
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#33
Copy and paste it into you paint program.
When you have it in the paint program mirror the image

I don't have that program so you will need to do a little thinking.
Use gordon-creAtive suggestion Ctrl-D and see if it works.

It should go from this to this.
       

After you have that done copy and paste it back to the tile you got it from. And save it under a new name.

Most of the modification you will do will be in the paint program not in the MIX editor.
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#34
it didn't work. I am using the microsoft paint, i guess I will have my uncle see if he has something to make this work. can it be done in photoshop?
Poland's Revenge......... a CAJE production...........release date 1/1/2011
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#35
In MS Paint, go to Image > Flip/Rotate and set it to Flip Horizontal.

Edit: Sorry, horizontal, not vertical Tongue
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#36
Nighthawk200 do you know if MS Paint can handle color pallet change?
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#37
in doing this I some how i got it to be s shp file,how do i make it a tmp file. i didn't do it in MS paint.
Poland's Revenge......... a CAJE production...........release date 1/1/2011
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#38
You probably copied (copy as shp (ts)) in the Xcc mixer editor..Changing it from a tile file to a shp file. Something the Xcc mixer editor can do. The shp file is mainly an image or a group of images. You can not convert a shp back to a tile file. Since the info of the cells and property are missing.
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#39
Quote:Nighthawk200 do you know if MS Paint can handle color pallet change?
Paint, by default, I think, puts everything in 16 or 32-bit colour. If you're wanting to apply a specific palette, then you'd need something a bit more suited to the job, like Paint Shop Pro, Photoshop, or The GIMP. If you're just wanting to change the colours at the bottom of the screen, then go to Colors > Edit Colors.
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#40
Drizzt DoUrden your going to need to learn Photoshop.
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#41
I have been learning how to use Photoshop and I used the piece that was suggested. I was able to mirror the image in Paint and it looked good, I saved it. Then I mirrored the image in Photoshop & it was better. But I don't know how to get it into the Tmp editor. I am not able to drag it in. Is there a tutorial for making new pices & using the editor? I have it saved in two formats JPEG & TGA (my uncle says to get rid of the TGA because it might not work.
Poland's Revenge......... a CAJE production...........release date 1/1/2011
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#42
There are no tutorials for the terrain and tmp. The reason, unlike the rest of red alert maps and mods for units the maps are dependent on the order of the terrain mix. If you change the pre-set terrain mix part all of the maps that are dependent on it become useless. Thats why there is so few terrain mod, The Terrain Expansion, MooMans terrain mod and some TS conversions.

Since this is map dependant, righting a tutorials for it was a waist of time. So you will find very little out there on this topic. There is just to few people who have worked on this type of mix to warrant a tutorial. And the person who has the most knowledge on this topic barring EA is me.

The format is pcx
You should right click copy image from PSP “copy/paste” then go to TMP editor and Right click over any tile “entry” and paste as complete image if you have not change any thing other then mirror it should work
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#43
Here is some note on the "ini" control files for the terrain.

; General section.
;
; RampBase
; Number of tile set that includes all the ramp types
;
; MMRampBase
; Number of tile set that has the marble madness mode ramps
;
; ClearTile
; Number of tile set to use for clear terrain
;
; RoughTile
; Number of tile set that has the rough terrain
;
; ClearToRoughLAT
; Tile set that has the 16 tiles for the clear/rough LAT system
;
; HeightBase
; First tile of marble madness height tiles
;
; BlackTile
; Black tile used when rendering non-existent cells
;
; BridgeSet
; Tile set that contains bridge edges
;
; BridgeTopLeft1
; BridgeTopLeft2
; BridgeBottomRight1
; BridgeBottomRight2
; BridgeTopRight1
; BridgeTopRight2
; BridgeBottomLeft1
; BridgeBottomLeft2
; BridgeMiddle1
; BridgeMiddle2
; Tiles in bridge set to search for when fixing up bridges
; Note the Genral section is for connecting tiles to game code and for RMG to make maps.
;
; TS Will scan through this file when loading up a theater and read in the
; isometric tile files specified.
;
; [TileSetnnnn]
; This is the tile set section header. TS will loop through from TileSet0000
; upwards until it finds a set that hasnt been specified.
;
; SetName
; The name of the set as it will appear in the editor.
;
; FileName
; The base file name of each file in the set. The files in a set must all
; have the same basic name with a 2 digit id number appended. For example
; cliff01.tem, cliff02.tem, cliff03.tem. The 2 digit number starts at 01
; not 00.
;
; TilesInSet
; The number of files comprising the set. There is a practical limit of
; 99 due to the 2 digit file name suffix.
;
; LastTilesInSet
; The number of tiles which the set used to have. This tells the
; game that the number of tiles in the set has changed and it should fix up
; the tile numbers when a map is loaded. If the map is then saved again,
; it will be saved with the correct tile numbers. This value should only
; be used to load up maps, convert the tile numbers, then save the maps
; out again. Then the LastTilesInSet entry should be removed or the newly
; fixed up maps will not load correctly. This should not be used. It was only for
;WW work on the maps before release. Any use of this code will cause problems. So don’t use it.
;
; MarbleMadness
; The section number of the tile set to use for these tiles when in
; marble madness mode.
;
; NonMarbleMadness
; For marble madness tiles, this is the tile set to use when not in
; marble madness mode.
;
; Morphable
; Can this tile set be modified using the raise/lower ground function?
;
; ShadowCaster
; Do the tiles in this set cast shadows (cliff pieces)
;
; ToTemperateTheater
; The equivilent tile section in the temperate theater
;
; ToSnowTheater
; The equivilent tile section in the snow theater
;
; LowRadarColor
; What color to show on the radar for this set at the lowest height
;
; HighRadarColor
; What color to show on the radar for this set at the highest height
;
; AllowToPlace
; Should this tile be visible in the placement dialogue (def = true)?
;
; RequiredForRMG
; Used for Random map generator (Tem and Snow
only)
;
; AllowTiberium
; Allows tiberium/gold to grow and be placed on this tile.
;
; AllowBurrowing
; Burrowing units can come up from these tile
;

Sample setup.

[TileSet0000]
SetName = Lat Grass
FileName = Clear
TilesInSet = 1
Morphable = true
LowRadarColor = 110,80,0
HighRadarColor = 150,110,0
RequiredForRMG = true
AllowBurrowing = true
AllowTiberium = true
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#44
That would look good on ModEnc (hint hint Wink)
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#45
Go ahead this is what came with the game with some notes
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