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Finally Learning FinalSun, Help Appreciated!
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AZ-Stalker
Cyborg Engineer


Joined: 10 Feb 2015
Location: Croatia

PostPosted: Fri Dec 08, 2017 2:39 am    Post subject:  Finally Learning FinalSun, Help Appreciated! Reply with quote  Mark this post and the followings unread


Last edited by AZ-Stalker on Sun Dec 10, 2017 4:04 pm; edited 1 time in total

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E1 Elite
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Joined: 28 May 2013

PostPosted: Fri Dec 08, 2017 3:44 am    Post subject: Reply with quote  Mark this post and the followings unread


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AZ-Stalker
Cyborg Engineer


Joined: 10 Feb 2015
Location: Croatia

PostPosted: Fri Dec 08, 2017 4:35 am    Post subject: Reply with quote  Mark this post and the followings unread


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E1 Elite
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Joined: 28 May 2013

PostPosted: Fri Dec 08, 2017 4:43 am    Post subject: Reply with quote  Mark this post and the followings unread

Map files are text files, it can be edited in text editors. Then load the map
in finalsun.

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AZ-Stalker
Cyborg Engineer


Joined: 10 Feb 2015
Location: Croatia

PostPosted: Fri Dec 08, 2017 1:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

How should I proceed?

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E1 Elite
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Joined: 28 May 2013

PostPosted: Fri Dec 08, 2017 1:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

You can rename the .mpr to .map.

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AZ-Stalker
Cyborg Engineer


Joined: 10 Feb 2015
Location: Croatia

PostPosted: Sat Dec 09, 2017 4:41 am    Post subject: Reply with quote  Mark this post and the followings unread

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.

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E1 Elite
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Joined: 28 May 2013

PostPosted: Sat Dec 09, 2017 5:17 am    Post subject: Reply with quote  Mark this post and the followings unread

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.

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AZ-Stalker
Cyborg Engineer


Joined: 10 Feb 2015
Location: Croatia

PostPosted: Sat Dec 09, 2017 5:33 am    Post subject: Reply with quote  Mark this post and the followings unread

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.

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PostPosted: Sat Dec 09, 2017 5:40 am    Post subject: Reply with quote  Mark this post and the followings unread


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AZ-Stalker
Cyborg Engineer


Joined: 10 Feb 2015
Location: Croatia

PostPosted: Sat Dec 09, 2017 7:39 am    Post subject: Reply with quote  Mark this post and the followings unread

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?

https://i.imgur.com/KiUeiYm.jpg

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E1 Elite
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Joined: 28 May 2013

PostPosted: Sat Dec 09, 2017 8:05 am    Post subject: Reply with quote  Mark this post and the followings unread

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.

Mapping tutorials subforum - https://ppmforums.com/index.php?f=892
Also it is worth looking at the cliff error tutorial there.

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Tuc0
Missile Trooper


Joined: 26 Sep 2016
Location: Slovakia

PostPosted: Sat Dec 09, 2017 12:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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AZ-Stalker
Cyborg Engineer


Joined: 10 Feb 2015
Location: Croatia

PostPosted: Sat Dec 09, 2017 1:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Sat Dec 09, 2017 3:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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AZ-Stalker
Cyborg Engineer


Joined: 10 Feb 2015
Location: Croatia

PostPosted: Sun Dec 10, 2017 4:01 pm    Post subject: Reply with quote  Mark this post and the followings unread


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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Sun Dec 10, 2017 4:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

It crashes when doing reinforcements (through trigger action 7 or 80). Check your reinforcement triggers, teams, taskforces and scripts for mistakes.

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AZ-Stalker
Cyborg Engineer


Joined: 10 Feb 2015
Location: Croatia

PostPosted: Sun Dec 10, 2017 4:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

Solved. A task force had two instances of the same infantry type listed. Thanks for the tip! That's one question down.

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Tuc0
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Joined: 26 Sep 2016
Location: Slovakia

PostPosted: Sun Dec 10, 2017 5:40 pm    Post subject: Reply with quote  Mark this post and the followings unread


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E1 Elite
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Joined: 28 May 2013

PostPosted: Sun Dec 10, 2017 5:58 pm    Post subject: Reply with quote  Mark this post and the followings unread


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AZ-Stalker
Cyborg Engineer


Joined: 10 Feb 2015
Location: Croatia

PostPosted: Sun Dec 10, 2017 6:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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AZ-Stalker
Cyborg Engineer


Joined: 10 Feb 2015
Location: Croatia

PostPosted: Mon Dec 11, 2017 1:32 am    Post subject: Reply with quote  Mark this post and the followings unread

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.

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Tuc0
Missile Trooper


Joined: 26 Sep 2016
Location: Slovakia

PostPosted: Mon Dec 11, 2017 2:06 am    Post subject: Reply with quote  Mark this post and the followings unread


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AZ-Stalker
Cyborg Engineer


Joined: 10 Feb 2015
Location: Croatia

PostPosted: Mon Dec 11, 2017 3:02 am    Post subject: Reply with quote  Mark this post and the followings unread

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.

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E1 Elite
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Joined: 28 May 2013

PostPosted: Mon Dec 11, 2017 6:11 am    Post subject: Reply with quote  Mark this post and the followings unread

If you are stuck, you could share the map publicly or privately. Game is
not flexible when it comes to side/house stuffs defined incorrect.

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AZ-Stalker
Cyborg Engineer


Joined: 10 Feb 2015
Location: Croatia

PostPosted: Mon Dec 11, 2017 9:07 am    Post subject: Reply with quote  Mark this post and the followings unread

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.

Back to learning FinalSun!

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AZ-Stalker
Cyborg Engineer


Joined: 10 Feb 2015
Location: Croatia

PostPosted: Mon Dec 11, 2017 5:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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PostPosted: Mon Dec 11, 2017 6:16 pm    Post subject: Reply with quote  Mark this post and the followings unread


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AZ-Stalker
Cyborg Engineer


Joined: 10 Feb 2015
Location: Croatia

PostPosted: Tue Dec 12, 2017 4:53 am    Post subject: Reply with quote  Mark this post and the followings unread

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.

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PostPosted: Tue Dec 12, 2017 7:31 am    Post subject: Reply with quote  Mark this post and the followings unread


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AZ-Stalker
Cyborg Engineer


Joined: 10 Feb 2015
Location: Croatia

PostPosted: Wed Dec 13, 2017 1:02 am    Post subject: Reply with quote  Mark this post and the followings unread

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.

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PostPosted: Wed Dec 13, 2017 4:59 am    Post subject: Reply with quote  Mark this post and the followings unread


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AZ-Stalker
Cyborg Engineer


Joined: 10 Feb 2015
Location: Croatia

PostPosted: Wed Dec 13, 2017 8:57 am    Post subject: Reply with quote  Mark this post and the followings unread

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?

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AZ-Stalker
Cyborg Engineer


Joined: 10 Feb 2015
Location: Croatia

PostPosted: Wed Dec 13, 2017 9:07 am    Post subject: Reply with quote  Mark this post and the followings unread

Scratch that, looks like the "Orange Light Post" is actually the INORANLAMP.
It's placing the invisible one straight out the Other structures submenu.

Looks like there's a missing invisible one and the visible one is using the
invisible model.

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PostPosted: Wed Dec 13, 2017 9:18 am    Post subject: Reply with quote  Mark this post and the followings unread


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AZ-Stalker
Cyborg Engineer


Joined: 10 Feb 2015
Location: Croatia

PostPosted: Wed Dec 13, 2017 9:27 am    Post subject: Reply with quote  Mark this post and the followings unread

That's a weird way of going about it, considering the game
has two versions of each eh Westwood. #Tongue

Thank you for the help!

One other thing. I just realized that I can sell any sandbag
I place from the overlays section. How come?

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E1 Elite
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Joined: 28 May 2013

PostPosted: Wed Dec 13, 2017 9:38 am    Post subject: Reply with quote  Mark this post and the followings unread

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.

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AZ-Stalker
Cyborg Engineer


Joined: 10 Feb 2015
Location: Croatia

PostPosted: Wed Dec 13, 2017 11:14 am    Post subject: Reply with quote  Mark this post and the followings unread

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.

EDIT: Nevermind, I think I solved it. Smile

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AZ-Stalker
Cyborg Engineer


Joined: 10 Feb 2015
Location: Croatia

PostPosted: Wed Dec 13, 2017 11:44 am    Post subject: Reply with quote  Mark this post and the followings unread

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.

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PostPosted: Wed Dec 13, 2017 12:09 pm    Post subject: Reply with quote  Mark this post and the followings unread


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AZ-Stalker
Cyborg Engineer


Joined: 10 Feb 2015
Location: Croatia

PostPosted: Wed Dec 13, 2017 12:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

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!

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AZ-Stalker
Cyborg Engineer


Joined: 10 Feb 2015
Location: Croatia

PostPosted: Wed Dec 13, 2017 7:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

What would be the best way to implement buildable sandbags and
light towers for the player in a map?

Same question for making the barracks build other units, such as
the rocket trooper or mutant soldier types.

Is it different to implement on a per map basis versus global change?

Also, how do I make crates or cargo truck crate drops give less credits?
It's at 2000 by default.

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PostPosted: Wed Dec 13, 2017 9:03 pm    Post subject: Reply with quote  Mark this post and the followings unread


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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Wed Dec 13, 2017 9:17 pm    Post subject: Reply with quote  Mark this post and the followings unread


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Tuc0
Missile Trooper


Joined: 26 Sep 2016
Location: Slovakia

PostPosted: Wed Dec 13, 2017 9:19 pm    Post subject: Reply with quote  Mark this post and the followings unread


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AZ-Stalker
Cyborg Engineer


Joined: 10 Feb 2015
Location: Croatia

PostPosted: Wed Dec 13, 2017 9:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

Why thanks for all the info everyone! Will test all of this out soon and most likely come back with even more questions. Smile

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. #Tongue

EDIT Added Newer Shot: https://i.imgur.com/pgANj9z.jpg
(still building terrain, so no triggers or properly revealed base)

EDIT 2 Huh, the PPs should be damaged. Need to fix. Also any tips
on how to avoid the cast light having harsh transitions?

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Tuc0
Missile Trooper


Joined: 26 Sep 2016
Location: Slovakia

PostPosted: Wed Dec 13, 2017 10:10 pm    Post subject: Reply with quote  Mark this post and the followings unread


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Tuc0
Missile Trooper


Joined: 26 Sep 2016
Location: Slovakia

PostPosted: Wed Dec 13, 2017 10:19 pm    Post subject: Reply with quote  Mark this post and the followings unread


Last edited by Tuc0 on Wed Dec 13, 2017 10:28 pm; edited 2 times in total

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AZ-Stalker
Cyborg Engineer


Joined: 10 Feb 2015
Location: Croatia

PostPosted: Wed Dec 13, 2017 10:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

The waystation is good, but the temp housing does overlap the
sandbags when I look at it in the editor. Good eye.

The harsh light tiles are what's bugging me. I have to practice.

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Tuc0
Missile Trooper


Joined: 26 Sep 2016
Location: Slovakia

PostPosted: Wed Dec 13, 2017 10:34 pm    Post subject: Reply with quote  Mark this post and the followings unread


Last edited by Tuc0 on Wed Dec 13, 2017 10:45 pm; edited 2 times in total

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