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  • Need Help with TileEdit

    I downloaded the TileEdit program and have tried to implement the 'Strong Hold' bunker from the WWII units pack but have run into some difficulties installing everything correctly for CTP. I resized the bunker in photoshop and succesfully loaded it into the TileEdit program as a tile improvement. Then saved the gtset565.til file and the resulting tga file from the bunker (TILE0000.tga). However, I've tried sticking that file into various places and can't seem to find where it should go. Anybody know? Second, how and where do I change the strings to identify it? I've tried screwing around with tileimp.txt and installations.txt but to no avail - crashes and tells me it can't find the string on load-up. Anybody who's succesfully implemented a new tile improvement, can you advise me please?

    A
    "that's right, a SLAVER!!!"

  • #2
    I was under the impression that they'd be the same. Obviously now they are not. If you can peruse my cutting and pasting below and offer any more advice it would be gold.

    This is what I've got to work with: tileimp.txt, installations.txt and tileimpicon.txt. (i've been told the last is irrelevant but I'm not so sure).

    Here's a sample from my tileimp.txt:

    TILEIMP_FORTIFICATIONS { TILEIMP_DEFAULT_ICON ICON
    _TILEIMP_FORTIFICATIONS }

    (all on one line).

    [Here's a sample from my installations.txt]:

    INSTALLATION_FORTIFICATIONS {
    PRODUCTION_COST 1000
    PRODUCTION_TIME 4
    VISION_RANGE 2
    RADAR_RANGE 0
    ATTACK 0

    FIREPOWER 0
    DEFENSE_BONUS 1.5
    ENABLING_ADVANCE ADVANCE_STONE_WORKING

    ### FLAGS HERE


    #DEFAULT_SPRITE SPRITE_FORTIFICATIONS # #id string of the default sprite

    BUILD_SOUND_ID SOUND_ID_FORTIFICATIONS
    VISIBILITY_CLASS_0

    VISIBILITY_CAN_SEE_0

    IS_FORT
    INSTALLATION_LAND
    }

    ### INSTALLATION DONE ###

    [And lastly a smaple from my tileimpicon.txt]:

    ICON_TILEIMP_FORTIFICATIONS "CT046F.tga" "null" "GAMET046.txt" "HISTT046.txt" "PREQT046.txt" "VARIT046.txt" "Null" "STATT046.txt"


    As you probably already know, the CT046F.tga file doesn't exist on a hard drive search - instead it's all compressed into that gtset565.til file. I've tried plugging in the TI ID and the TI Number (different values, but what's the difference between them...?) into all kinds of places and in different combinations. No luck though... is it futile or am I completely missing something?

    Thanks for the help,

    A
    At first glace, I'm afraid it looks somewhat futile. The CtP tileimp system doesn't seem to allow a text-substitution of tileimp graphics. Which is a pain.
    At the moment, all I can suggest is replacing the fort graphics with the new graphic within the tile file, then it should load the replacement, but I guess this isn't really what you want.

    I'll have a look and see if I can find a text file which references the SPRITE_FORTIFICATIONS with the TileID number, but IIRC there isn't such a file. I had some fun trying to add new tile improvements a few years ago. The only one I managed to achieve was one that was already in the game, SEA_FORTIFICATIONS or something, comes up with a real graphic, and a fence-type beta graphic in the battleview. I'll dig it out if you're interested. But from what I can recall, nobody else was able to help me then, and everyone had given up: the tile improvement graphic-to-text relationship is hardcoded. (which may have been one of the reasons Activision opened it to some extent in CtP2 - because so many people had attempted it and failed in CtP1)
    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
      Ah, I guess that's a dissapointment. Its unfortunate that after a lenghty learning process, the only thing you learn is that it can't be done... but them are the breaks. Thanks for your help,

      A
      "that's right, a SLAVER!!!"

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