I swapped out my current game build for the TS Client you suggested. and so far there is no option to pull up custom maps or any folder besides Default and Fanmade within a game lobby, and even when I actually put my .mpr into a folder that IS available, it doesn't show up. Another issue is that FinalSun doesn't recognize any of my maps, which are .mpr, and insists on .map - I see no option to force it to load my files.
For SP maps, you should use .map extension and make entry in battle.ini
in INI folder. Mention the relative path for the map filename in the INI.
For MP maps, those can be dropped in the custom folder in the Maps folder.
If any .map file exists in that folder, TS Client will show the Custom dropdown.
So far things have gone smoothly. Your help is very much appreciated. One thing I've run into just now is that the Ammo Crates neutral building object isn't showing up on my cursor anymore, so I can't place any. Any ideas?
EDIT: Looks like I can mouse-over the tiles where the ammo crates should be. It detects them. So I am placing the crates, but there's no visible object on the map. I can move them around too. They're invisible. QUICK_EDIT
Looks like you found a bug with the TSClient's finalsun, it is not able to read
from TibSun.mix -> tem.mix. Though it works fine with game.
Temporary fix could be that you extract the tem.mix and rename it to
say ecache10.mix and place it in MIX folder. It should be removed after
mapping is done as there is a snow version too in sno.mix.
Forgot to mention - for SP maps, briefing section should be inserted into
the map file itself.
And take backup of your work if you are planning to update TSClient, as
updates may remove the modification of the original files. QUICK_EDIT
Ah got it! I'll give it a try. Thank you.
Could you suggest any other threads where I can learn more
about making singleplayer maps? What code do I need to insert
for the map to have a briefing section?
I really do appreciate all of your help as I'm almost completely
new at mapping for TS. It's been a long time wish of mine so I
have to start somewhere. QUICK_EDIT
On a more unrelated note, I just can't seem to shake these two.
A piece of blackness on every destroyed midsection piece, and
what appears to be a shadow glitch. The bridge is not on the top
layers, but the very first cliff level, 4 I guess?
I am not sure but with the lower bridge section, it might happen when
trying to place one object over another which would raise the height or
make wrong placement.
Using ctrl+F would toggle the framework mode in finalsun, which helps
in placing tiles properly.
Also very useful is pressing D key, shows all map in 2D view showing all cells even behind cliffs. For that bridge try see what height have cells for bridge, cliff and ground under bridge. Also I think if you want to have bridge repairable, there should not be any overlay under the bridge such as tiberium. QUICK_EDIT
Thanks for the tips! I'm using D and Control+F views almost constantly
when editing terrain. Looks like my bridge cells are getting detected as
mismatching levels. Some on 0 and the shadow glitch ones at 4, but I
haven't yet figured out an easy solution to fixing it properly. Learning a
lot though. QUICK_EDIT
When you use D to level the map, it will only affect terrain, so things like high bridge overlays will still visually remain in the air.
The shadow glitch at the bottom-right is indeed caused by the bridge section lying on top of the cliff. You can delete it by using the Erase Overlay tool on the sidebar under Special / Overlay.
I can't recall for sure, but I think the other glitch is in the game itself, a mistake in the original terrain tiles.
You can see at all times the level the cursor is on by looking at the bottom-right corner of the map editor, the number after the coordinates. QUICK_EDIT
It crashes when doing reinforcements (through trigger action 7 or 80). Check your reinforcement triggers, teams, taskforces and scripts for mistakes. QUICK_EDIT
Hmm, I don't see a Civilian option under the Side drop down. I just got
Neutral and Special, along with various Extras. Neutral is set to side Neutral
and I've had to make additional sides to avoid the enemy AI from destroying
even the neutrals.
How do I set up side Civilian? Also, what is a "side" in those options?
EDIT: Posted after first reply, reading yours now E1. QUICK_EDIT
So a quick update... I changed the Neutral's faction in-editor
House side to be "Civilian" and did the same in the .map as it
didn't appear to change... and now, even after I've renamed it
back ti neutral on all fronts, my map just closes the to-be loading
window without an error. It won't load at all, and I'm not sure
how to fix something I've already reverted. QUICK_EDIT
If my neutral house is called Neutral, an it has its side set as
Civilian, what exactly do I need to replace? Every structure and
unit has itself set to Neutral. Sorry I'm a bit confused. QUICK_EDIT
I'm still testing, but reinstalling the client seems to have fixed my
map-not-starting issue. Stuck game.exe in the background or
something like that. Not sure what to think, honestly.
Hmm... I'm still getting the "Ally under attack" message every
time I hit a neutral light post. What else can I check to try and
remedy this? It's already on Civilian. The notification doesn't
seem to play for attacking any other neutral structure. QUICK_EDIT
I need to have the basic white light post not targetable, hence
why I have it as allied. I also need the enemy team allied with it
since they seem to destroy any neutral thing on sight. It's still
playing the message. Odd that it doesn't trigger on anything else
but the lamp post. All I've done is injected code to edit the light
emission values.
Say, I'm 95% done with my first SP mission, triggers and all,
and now I need a good way to send the mission to someone.
I'm assuming that they need the same TS client for it to work?
Another thing I don't yet know how to do is pack it all up into
a send-able and easily integrate-able package. As it is, the
map only works from my client side modifications, as it uses
battles.ini to list it as a campaign, tutorials.ini for certain text
triggers I've added, and sounds01.ini for SFX.
How do I pack that up without overwriting another person's
client files? Again, I'm completely new at this, so any help
is always greatly appreciated.
Bonus question, how do I integrate other TS speech and voice files?
That can't be the complete set in sounds01.ini... At a glance it looks
as if there's a lot missing. QUICK_EDIT
Haven't tested that yet, but I will let you know what happens.
Another question: Is there a way to make my triggered TS soundtrack start
before the briefing text pops up. There's always a random track playing
during the briefing and it sometimes misses the mark on the atmosphere
I want conveyed. I'd like to standardize a track for it if possible. QUICK_EDIT
So just today I was making a player controlled base as damaged from the
start, and the moment I get some credits the game automatically puts repair
symbols on ALL of them. I'm not in charge of my credits. And it keeps doing
that until everything is repaired. Why does this happen?
Also I'm missing the orange light post visual. It's there, just invisible. Another
bug that I need to temp cache perhaps? QUICK_EDIT
INORNGLAMP from FS has more strength compared to INORANLAMP of
TS. The TS one would have been in the already existing maps, so they
would have added the 2nd one for FS maps. My guess.
I never sold a sandbag till now, if it sells then it would be a first for me!
Though the player becomes the owner of the walls nearby. QUICK_EDIT
I don't see the FS version of the lamp in the editor object lists.
Hmm, the InvisibleInGame option didn't seem to work. The lamp
is still invisible. And categorized wrong since it doesn't say that
it is invisible as I already mentioned. Strange.
Any idea why it's still invisible for in game? I added the line just
below that light's values.
Okay new issue. Upgraded GDI power plants are always at full
health on start. Even though I slid their strenght down a bunch.
Same goes for component towers.
EDIT: I've also got a FONA10 terrain object that can't be deleted. Just one.
Moving tiles up and down does nothing, it stays on the white background.
Deleting as object or overlay doesn't remove it. QUICK_EDIT
You have been an invaluable help in my learning experience, just wanted
to let you know! I'll get to implementing your suggestions and we'll see
how it goes. Thank you for answering all of my questions so fast! QUICK_EDIT
Why thanks for all the info everyone! Will test all of this out soon and most likely come back with even more questions.
So I've noticed random civilians show up on my map, just their
tiles, when they move. They're neutral, but allied. Why are they
revealing themselves? Is it because of them being set to "move"
due to them being allies with the player?
How do I add power to the player without extra power plants?
As in, even if the player looses the two PPs I've set, I still want
there to be power for some things, but no PPs visible on the map.
Here, have a free screenshot of my WIP second mission base
so you know I'm not wasting all this information on ugly MS
Paint level map aesthetics. Doing my best with what I know.
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