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  • Tile View quandary

    I want to add new terrains to the til file, but im having some trouble editing the Cut-out Value. The value which tells the til file which side/s of the terrain is "open" or without a section.

    I add my new terrain tga as a new terrain at the end of the til file, i give it valid and unused index and Tileset Index, then i click on the side/s i want to be cutout, press ok... but the cut out value is always "0", no matter which boxes i tick on the edit > edit > tile screen.

    Does anyone know how to change it? Or what i might be doing wrong?
    Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
    CtP2 AE Wiki & Modding Reference
    One way to compile the CtP2 Source Code.

  • #2
    I don't know, I've only replaced terrain, not added it. But I have found that the script import is a far safer way of adding things that the in-program functions. Try making tile graphics and rules in the script.
    Concrete, Abstract, or Squoingy?
    "I don't believe in giving scripting languages because the only additional power they give users is the power to create bugs." - Mike Breitkreutz, Firaxis

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    • #3
      You need to do the cutout in your paint program and then use the boxes.

      Actual I use the tile edit for adding stuff instead of the script, because there was one issure with the colour palette, there was something with the internal number of colors in the *.til files and with possible number of colors that can be used in a *.tga image.

      -Martin
      Civ2 military advisor: "No complaints, Sir!"

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      • #4
        Originally posted by Martin Gühmann
        You need to do the cutout in your paint program and then use the boxes.
        Can you be more specific? If you mean to actually create the images, i already have all the tga's for each of my terrains, theyre from ctp1.
        Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
        CtP2 AE Wiki & Modding Reference
        One way to compile the CtP2 Source Code.

        Comment


        • #5
          Originally posted by Maquiladora
          Can you be more specific? If you mean to actually create the images, i already have all the tga's for each of my terrains, theyre from ctp1.
          If you have all the *.tga's from CTP1 then there is no need for cutting out the borders in a paint program, and actual I think this would do TileEdit automaticly.

          Fact is that I was able to add my purple hills without any problems and the tiles with the cutout borders have the right number, you could try to tick the boxes when you add the tile graphics to the file.

          -Martin
          Civ2 military advisor: "No complaints, Sir!"

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          • #6
            Well i decided to replace the terrains instead, whatever the reason was for the cutout value not working, maybe i chose invalid index or something.

            Anyway my last question is, if i make a scenario with an edited gtset555/556.til file, will it use the modified tile file in the scenario? I ask because i havent seen this done before in a scenario. I assume it would.
            Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
            CtP2 AE Wiki & Modding Reference
            One way to compile the CtP2 Source Code.

            Comment


            • #7
              Okay nevermind, i tested it (which it probably what i shouldve done before) and it works.
              Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
              CtP2 AE Wiki & Modding Reference
              One way to compile the CtP2 Source Code.

              Comment


              • #8
                Originally posted by Maquiladora
                Well i decided to replace the terrains instead, whatever the reason was for the cutout value not working, maybe i chose invalid index or something.
                Actual it should work by just adding the new tile graphics.

                Originally posted by Maquiladora
                Anyway my last question is, if i make a scenario with an edited gtset555/556.til file, will it use the modified tile file in the scenario? I ask because i havent seen this done before in a scenario. I assume it would.
                There is a scenario that uses a modified tile file, it was released just after the patch release it is Activision's WW2 scenario, its tile file contains to additional tile improvement graphics.

                -Martin
                Civ2 military advisor: "No complaints, Sir!"

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                • #9
                  Argh i still cant set my new cutout values. In fact whenever i select edit > edit > tile, then i just press ok it resets the cutout to "0" and wont go back no matter how many times i try and whichever boxes i tick. I must be doing somethin wrong or the program got corrupted somehow.
                  Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
                  CtP2 AE Wiki & Modding Reference
                  One way to compile the CtP2 Source Code.

                  Comment


                  • #10
                    OK I just tried it on tiles that don't have the cutout portion it didn't work, then my only suggestion is to delete the new graphic and readd it. And when you readd it to select the right boxes. Alternativly you should post in that thread:


                    Or use the email link there to email your problem directly to Martin The Dane.

                    -Martin
                    Civ2 military advisor: "No complaints, Sir!"

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                    • #11
                      Maq, how many tiles have you added so far?
                      Are you adding in the Apolyton Tile File or in the original one?
                      What number for the tileID are you using?

                      Nothing related to the problem, i am just curious...
                      "Kill a man and you are a murder.
                      Kill thousands and you are a conquer.
                      Kill all and you are a God!"
                      -Jean Rostand

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                      • #12
                        Well when i was adding them i added them at the end of the apolyton tile file. For example the ctp1 forest i added first which was

                        tileID - 2700 - 2706
                        terrainIndex - 27
                        tile no. 310-316

                        I dont think it matters much now though because the cutout value wont change even when i tried to edit the tga image of the first original forest from the original tile file.

                        I can remember using it before and it worked when i tried to make some new grassland with a shield on and take out swamp, it worked fine.

                        Ill try later and download tileview again.
                        Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
                        CtP2 AE Wiki & Modding Reference
                        One way to compile the CtP2 Source Code.

                        Comment


                        • #13
                          Fresh download and unzipped, still does the same Can someone else try it? I know Pedrunn and IW you worked alot with tileview and i know you worked only with the tileimps but did you ever notice that with the cutout value on terrain editing?

                          I actually edited in all the plains and forest tga's and tested them in ctp2 and didnt notice any anomalies, no psychedelic borders or black tiles.

                          What would a wrong cutout value actually do?
                          Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
                          CtP2 AE Wiki & Modding Reference
                          One way to compile the CtP2 Source Code.

                          Comment


                          • #14
                            I added all purple hill graphics and some borders from on til file to another for the new Apolyton Tile File version and i had no problem with it at all.
                            I also added the graphics the undersea mountains from BigMc graphics without problem (I just had to re-size them though).
                            All seems to work nicely to tell you the truth.
                            Actually i did not even understand your problem.

                            As far as i understand plus my experience,
                            I may be wrong but i used to have a wrong value (dont remember the msg exacly) after doing some edit > edit several times. The only way i found to solve this was to press ok, then save the til file, and them close the tile file. The i re-open the til file i saved, getting from the time i stoped. Some terrains later the msg show up again. I save, close, open and start the work again . And this way going on until all tiles are added.
                            I dont know if that is what you experieced but it is a bug that shoud have been reported before

                            If i send you the new version of the ATF would you add the new stuff in it?
                            "Kill a man and you are a murder.
                            Kill thousands and you are a conquer.
                            Kill all and you are a God!"
                            -Jean Rostand

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                            • #15
                              Originally posted by Pedrunn
                              If i send you the new version of the ATF would you add the new stuff in it?
                              Sure.

                              The 'new' stuff im going to add are all the ctp1 terrains. At first i just wanted to add forest but it seemed like i should just add them all to the end of apolyton tile file.

                              The terrain wont take long really, the borders even less, but the tile rules will take some time. Thats all of course if i can get the cutout value sorted out.
                              Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
                              CtP2 AE Wiki & Modding Reference
                              One way to compile the CtP2 Source Code.

                              Comment

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