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tunnels and terrain
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McPwny
Cyborg Artillery


Joined: 29 Jan 2018

PostPosted: Wed Jun 03, 2020 8:30 pm    Post subject:  tunnels and terrain
Subject description: how to make working tunnel iso tiles ?
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i know that tunnels can work in ra2 the same as they have in ts, though i dont know how. i also know that the old TX got these tunnels to work, but
i cant replicate it. i am looking right at their codes and tiles, but i cant get it to work.  
what do?

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Thu Jun 04, 2020 2:20 am    Post subject: Reply with quote  Mark this post and the followings unread

Tunnel floor tiles use the tunnel terrain type (number 5) on 3 cells to function properly. Use the TX to place the tunnel graphics and check with framework mode for the X marks. Tunnel entrances work without those terrain type put properly also but with limitations, check here.

Tunnel tops are tile anims defined at the bottom of the terrain INI files. Compared to TS, RA2 front facing tunnel top is merged with the tile graphics itself but away facing is still a tile anim. TX changes the palette for the tunnel graphics and enables it in the debug section in FAData.ini.

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