Posted: Wed May 20, 2020 7:51 am Post subject:
[SOLVED]New tileset in desert
Subject description: It's not working?
OK, so I wanted to put in 1-cell cornerpavement shores, something both base games and TX are lacking.
Unfortunately, adding the tileset doesn't seem to work for some reason. It's not an issue of the tile just no showing up, but the tileset itself isn't appearing in the drop-list. The last number in the list is still 0119 and not 8301.
Spoiler (click here to read it):
desertmd.ini, once in FA2's folder and once in RA2's folder
EDIT: apparently you shouldn't skip tileset numbers for FA2.
Here is the new 1-cell water-pavement tile:
Last edited by TAK02 on Mon Sep 07, 2020 4:50 am; edited 1 time in total QUICK_EDIT
When using this 'skip', does it work in-game and only not in FA2? Or does it also not show up in-game?
@LKO:
Does the game only read tilesets with IDs 0-254?
Or does it read all tilesets from INI, but only functions correctly with <255 valid tilesets in the end?
Eg. you can specify any ID as long as the count is less than 255. _________________
I was having problems in RA2 at the 126th tileset, and there's at least a dozen earlier tilesets with 0 tiles. It's a good bet they raised the limit to 255 in YR for NewUrban especially, but anecdotally it has to be the number that matters.
I also never got a straight answer how the map tiles are stored in relation to the tilesets themselves, in that I can replace a tileset with tiles of a larger cell count without throwing anything off, but adding additional tiles to the end (increasing TileInSet) will screw up everything for tiles before it. So for example I brought in YR's paved shore inner corners in Urban, but I added more tiles to it, so in theory I could view YR maps with them, yet they show up as blank cells in FA2... and as I recall crashed the game. _________________ http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai QUICK_EDIT
I also never got a straight answer how the map tiles are stored in relation to the tilesets themselves, in that I can replace a tileset with tiles of a larger cell count without throwing anything off, but adding additional tiles to the end (increasing TileInSet) will screw up everything for tiles before it. So for example I brought in YR's paved shore inner corners in Urban, but I added more tiles to it, so in theory I could view YR maps with them, yet they show up as blank cells in FA2... and as I recall crashed the game.
Map tile data structure has two tile indices for each cell: Actual tile index and tile sub-index. Map data does not reference tileset numbers in any manner.
Tile index is zero-based index position of the tile within the collection of all tiles from every tileset, in order from first to last in that theater. Actual number of files present does not matter when counting this, only tileset's TilesInSet does. If you change TilesInSet for a tileset, any tiles in tilesets after that would have their tile indices shifted.
Tile sub-index is index of the tile within the tile template/file itself, which is what determines which piece of a multi-tile tile template is used for the cell, pretty simple really. Obviously, any value higher than zero would be invalid for a single-tile template and so on. This also means that changing the size of the templates for existing tiles, especially reduction, is far from straightforward. _________________ QUICK_EDIT
TileSet numbers have to be sequential for both the game and FA2/FinalSun, can't skip a number in between.
Because of 2 digit file naming which starts with 01, TilesInSet is limited to a max of 99. The actual tiles could be less than 99 but those empty tile numbers/index should never be used.
Max tile index can go upto 65534 as 65535 is considered as no tile which gets replaced with clear tile. TileSet can go as much as you need in 4 digit number, only limited by the max tile index. Both game and map editors work fine with tileset of more than 255, that is not the limit. QUICK_EDIT
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