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| Red Alert 2 & Yuri's Revenge Editing Discuss any modding related issues to do with Red Alert 2 and Yuri's Revenge here. |
07-29-2003, 05:49 PM
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#1 (permalink)
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Senior Member
Join Date: Dec 2002
Location: USA
Posts: 756
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Serious terrain question concerning SmudgeTypes!
Does anyone know what controls what tilesets allow the in-game drawing of [SmudgeTypes] (craters and scorches)? For example, in the Temperate theater, craters will appear on grass, but never on sand. In the Urban theater, craters will appear on the clear pavement, but never on the grass tiles. Etc etc. I can't find anything in the rules nor in the iso* control files which determines this...?
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07-30-2003, 02:55 AM
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#2 (permalink)
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Senior Member
Join Date: Dec 2002
Location: BFE
Posts: 320
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Hm, maybe it's another WW quirk. It's most likely hardcoded.
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07-30-2003, 06:49 AM
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#3 (permalink)
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Senior Member
Join Date: Jan 2003
Location: Hamburg, Germany
Posts: 2,208
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[insert standard Renegade speech about harcoded crap here]
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07-30-2003, 10:53 AM
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#4 (permalink)
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Administrator
Join Date: Dec 2002
Posts: 1,913
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IIRC, its something to do with the .tem file, some setting in there, a simple flag 1 or 0 which dictates whether or not it can be smudged.
I recall seeing that in the urban theater myself and put it down to 'something that didnt quite get done or was overlooked as a result of adding a new theater in the transition from TS' 
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07-30-2003, 12:16 PM
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#5 (permalink)
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Senior Member
Join Date: Dec 2002
Location: USA
Posts: 756
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So it's in the tile image file itself? Forgive me for being dense because I have no experience with editing terrain images. The reason I'm asking has to do with allowing burrowing on tilesets in the TX. It looks stupid for subterranean units to burrow through roads and concrete, but if that is disallowed, it will impact heavily on the usefulness of those units on maps that are very urbanized. I'm attaching Crater=yes and ForceBigCraters=yes to the DIG animation, which looks more logical - but only if the smudges actually get drawn :/ If this can be addressed then not only would burrowing units look decent digging anywhere on a map, but there'd also be the added feature for the TX of craters appearing on those pristine Washington DC lawns 
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08-01-2003, 07:03 AM
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#6 (permalink)
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Administrator
Join Date: Dec 2002
Posts: 1,913
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Ahh, I get you now - in the theater INI files, you can specify which tileset(s) will allow burrowing by the AllowBurrowing= tag (I think, but I used the tag in mine, take a look).
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08-02-2003, 01:06 AM
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#7 (permalink)
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Senior Member
Join Date: Dec 2002
Location: USA
Posts: 756
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No, no, there's no problem getting the unit to burrow anywhere, we just want to draw smudges whenever burrowing happens wherever it happens 
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