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Terrain Editing
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Aydra
AA Infantry


Joined: 05 Apr 2012
Location: Canada

PostPosted: Sun May 26, 2013 7:14 pm    Post subject:  Terrain Editing Reply with quote  Mark this post and the followings unread

Ive noticed that when I place the terrain in FinalSun it is random but in game it isn't, is there a setting to fix this?



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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun May 26, 2013 7:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

*Magic ball of modding, give me the info what the modder has done and what he is showing us here*

In other words.
What did you do?
Is this new terrain?
How is the terrain set up?

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Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Sun May 26, 2013 7:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

I bet you using tmp editor 1.04. Its bugged.
Try use 1.05 for editing your tiles.

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Aydra
AA Infantry


Joined: 05 Apr 2012
Location: Canada

PostPosted: Sun May 26, 2013 7:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
*Magic ball of modding, give me the info what the modder has done and what he is showing us here*

In other words.
What did you do?
Is this new terrain?
How is the terrain set up?


The tiles when placed should be random, in this case between clat16.sno and clat16a.sno as is shown in the editor (which is the single rough ground tile). But in the game they are just the one.

And yes I am using XCC TMP 1.04, I will try 1.05[/quote]

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sun May 26, 2013 9:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

1.04 automatically sets every file to use the damage artwork logic (which only works on bridge ends). Because of this the game then thinks that clat16a is the "damaged version" of the tile & only uses clat16 ingame.

To fix this you'll have to open all the files in 1.05 & untick the "Has damaged artwork" & resave them.

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Aydra
AA Infantry


Joined: 05 Apr 2012
Location: Canada

PostPosted: Sun May 26, 2013 9:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
1.04 automatically sets every file to use the damage artwork logic (which only works on bridge ends). Because of this the game then thinks that clat16a is the "damaged version" of the tile & only uses clat16 ingame.

Thanks, but I can't get 1.05 to work, it games me an error saying "The program can't start because MFC71.DLL is missing", I am using windows 7.

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Aydra
AA Infantry


Joined: 05 Apr 2012
Location: Canada

PostPosted: Wed May 29, 2013 3:44 am    Post subject: Reply with quote  Mark this post and the followings unread

Anyone? TMP Editor 1.05 Crashes when I start it saying "The program can't start because MFC71.DLL is missing"

Anyone else have this issue?

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Wed May 29, 2013 4:24 am    Post subject: Reply with quote  Mark this post and the followings unread


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Aydra
AA Infantry


Joined: 05 Apr 2012
Location: Canada

PostPosted: Thu May 30, 2013 1:41 am    Post subject: Reply with quote  Mark this post and the followings unread

nah didn't work, I did find the file but TMP editor can't. Maybe if I knew where it was looking I can copy and place it in the correct directory.

p.s. I'm no programmer

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