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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 02-20-2003, 09:48 PM   #1 (permalink)
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Default Terrain caves

I finely have PSP no demo.

This is manly for Blade so he can see the progress on the terrain.

For the rest enjoy the show.

O.K this is a shot of the old coves and the new set.
Blade sins I seem not abele the down load terrain 1.3
I can not see if the water caves where in that version.
If so should I rename the new set so it dose not interfere
with the maps already made?
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Old 02-20-2003, 09:55 PM   #2 (permalink)
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Also the tunnel tops have been fix.
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Old 02-21-2003, 04:24 AM   #3 (permalink)
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Nice Work.
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Old 02-21-2003, 08:57 AM   #4 (permalink)
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Looking good Breit
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Old 02-21-2003, 07:57 PM   #5 (permalink)
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Good work on the alternate facings of the cave tiles...the alternate facing may need to go into a different set (there is already a set listed in the control files for the south facings ones and so you can't add the extra tiles to that set or it will break compatibility). I really wish you'd left the tunnels tops alone though as they are not broken. They look fine in your test map, but that is only with that maps Level=0.032000 (default IIRC for FA2) setting. I fixed them like this when I first developed the desert set, but Cannis pointed out that the lighting per raised level can be different in different maps and that the default is far too high. With a much lower (or zero'd) level settings, they would look fine as I had them. BTW, even westwood zero the Level setting in many snow maps IIRC.
BTW, if you want the v1.3 download I can e-mail you the link to the Project version of the download. The filename is terraexp.zip substituted for the new 1.4 filename I gave you in the download link for the test version.
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Old 02-21-2003, 10:09 PM   #6 (permalink)
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"Blade" The tunnel shot was from the game not the map editor. I did account for the lighting. The tunnels them self’s have not been altered just the tops. Also some of the cliff tops has been fixed so they will appear in the game correctly.
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Old 02-22-2003, 08:45 AM   #7 (permalink)
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Tem. tunnels have been up dated but do to the limitation of the pal. they will not be a prefect mach.
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Old 02-22-2003, 08:48 AM   #8 (permalink)
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New look.
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Old 02-22-2003, 09:23 AM   #9 (permalink)
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I see no difference
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Old 02-22-2003, 01:00 PM   #10 (permalink)
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You misunderstood me, its not a problem with in the editor, its the fact that the editor sets the Level= setting under [Lighting] in maps to be too high. This is the amount of extra light a map cell gets from being higher up in game. Some of the cliff tiles and the tunnel top graphics are actually extra image data (either in the tile or as an animation overlay) and so they are drawn at a lower lighting level opposed to the higher one as the cell they attach to is the lower one. The level should not be used at such a high value really and so your fix will actually make the tops look lighter when a lower value for Level= is used, just making it a problem for correctly made maps.
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