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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.

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Old 05-28-2004, 06:59 PM   #1 (permalink)
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Default Need a New TMP editor

It seems the terrain editor "XCC TMP Editor.exe" from XCC has some bugs in it. And it is causing problems with the terrain TX.

XTF can you stop by and help
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Old 05-29-2004, 01:01 AM   #2 (permalink)
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XTF/Olaf is occupied by Generals and XWIS, he doesn't come here at all. Try his site, http://xccu.sourceforge.net/ ... if he doesn't respond, your only hope is PPM's coding team
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Old 05-30-2004, 01:51 PM   #3 (permalink)
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PPM Coding Team :P? Wow... we gained a name :lol:. j/k... Anyway, there are future plans of integration of TMP support for OS SHP Builder, but it's really future plans as I have no idea on how TMP files work and I still have a lot to do before releasing the v3.
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Old 06-01-2004, 10:41 PM   #4 (permalink)
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Olaf this is the files you need.

tunnel files

It looks like at 35248/89B0 to 35255/89B7 the hex codes are changed from CD to 00.
Blade mentioned that you made a change to the editor to accommodate the bridges. Is this it?


Banshee I am starting to get a handle on how the file work. If you are interested but Olaf most likely has all the note needed on it.
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Old 06-01-2004, 11:26 PM   #5 (permalink)
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Quote:
Originally Posted by None
XTF/Olaf is occupied by Generals...
Can't be true!! :scared:
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Old 06-02-2004, 09:11 AM   #6 (permalink)
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Quote:
Banshee I am starting to get a handle on how the file work. If you are interested but Olaf most likely has all the note needed on it.
Yes, I am interested on it.
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Old 06-21-2004, 10:16 PM   #7 (permalink)
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O.K.
Sorry about the wait. I need to get the other problem solved first.

The tiles code is laid out in sections. One section to one tile this includes image, z-data of image, extra image, location of extra image, z-data of extra image, height of tile, terrain type and ramp type.

The first section includes how many rows and columns. And location primary image I think.

start
01000000 how many rows
01000000 how many columns
3C000000 with 60
1E000000 height 30
14000000 this changes depending on how many tiles

there are more codes here depending on how many tiles I think these are locations?

00000000 I think top first tile location?
00000000 ?
3C070000 don't know yet?
B8030000
CDCDCDCD
CDCDCDCD extra data (location)?
CDCDCDCD extra data (location)?
CDCDCDCD
CDCDCDCD
CACDCDCD

00 0D 00 83 height, type, slop, ??
8C349096
3ECDCDCD start of image

This is the first section up to the image data. Hope this will get you started
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Old 06-22-2004, 12:36 AM   #8 (permalink)
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The first part is correct, Olaf's document says the same thing:

Quote:
Originally Posted by Olaf
struct t_tmp_ts_header
{
__int32 cblocks_x; // width of blocks
__int32 cblocks_y; // height in blocks
__int32 cx; // width of each block, always 48
__int32 cy; // height of each block, always 24
};


Then, you said you have a value that varies accordingt to the number of files... Olaf also wrote something similar:

Quote:
Originally Posted by Olaf
Directly after that, there is an index of the tiles. This index consists of c_files __int32 entries. When such an entry is zero, there is no tile. Otherwise, it's an offset from the start of the file and points to a TMP TS image header.
so, basically, it's the offset of the first image. Calculated by the size of the header, probably.

The part you couldnt figure out is the body:

Quote:
Originally Posted by Olaf
struct t_tmp_image_header
{
__int32 x; // position
__int32 y;
__int32 unknown1[3];
__int32 x_extra; // position of extra graphics
__int32 y_extra;
__int32 cx_extra; // size of extra graphics
__int32 cy_extra;
__int32 unknown2[4];
};
How does this position works? Position of what and where? What could be these extra graphics? Sorry, but I lack experience with this kind of graphic.

Then, I couldnt figure out what Olaf means with:

Quote:
Originally Posted by Olaf
The normal graphics of a tile are horizontal. The (optional) extra graphics of a tile are vertical. If cx_extra is between 0 and 256, the extra graphics are present.
The normal graphics can be found directly after the TMP TS image header. It's a 576 byte block. Because TS uses an isometric grid, the tile is not rectangular. The first line has 4 pixels, the second line has eight pixels. Line 12 has 48 pixels, line 13 has 44 pixels and line 22 has 4 pixels.
After the normal graphics, there's another 576 byte block. This block probably contains height data.
Then you have the extra graphics (if present). They're rectangular, so it's a block of cx_extra * cy_extra bytes. They should be drawn at x_extra,y_extra.
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Old 06-22-2004, 10:17 PM   #9 (permalink)
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Quote:
Originally Posted by Banshee
Then, I couldnt figure out what Olaf means with:

Quote:
Originally Posted by Olaf
The normal graphics of a tile are horizontal. The (optional) extra graphics of a tile are vertical. If cx_extra is between 0 and 256, the extra graphics are present.
The normal graphics can be found directly after the TMP TS image header. It's a 576 byte block. Because TS uses an isometric grid, the tile is not rectangular. The first line has 4 pixels, the second line has eight pixels. Line 12 has 48 pixels, line 13 has 44 pixels and line 22 has 4 pixels.
After the normal graphics, there's another 576 byte block. This block probably contains height data.
Then you have the extra graphics (if present). They're rectangular, so it's a block of cx_extra * cy_extra bytes. They should be drawn at x_extra,y_extra.
You are in good luck. I do understand this.

Can you post at http://www.cannis.net/forum ? Since I can not up load files and images here.
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Old 06-23-2004, 12:40 AM   #10 (permalink)
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DJB, Banshee can't post at C-GEN. I'll leave it up to him to explain why, if he wants to.

I suggest that you join PPM instead.
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