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Martin the Dane
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Aarhus, Denmark
Feb 2000 time: 06:15
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New release of TileEdit. 
TileEdit is the successor of TileView, capable not only of viewing the contents of .til files, but also of creating and editing them.
Features:
- View all elements of a .til-file.
- Save individual graphical elements as TGA's.
- Edit all elements of a .til file. (replacing graphics, changing properties, etc.)
- Export a tile file to a script file and a set of images.
- Import a script to an existing tile-file or to a new file.
- Combine TileFiles.
- Save .til files both in-game and normal graphic versions.
- Add new elements to a .til-file.
I would appreciate if you would download TileEdit from My ctp site, test it, and report any bugs to me on mtd@mbv.dk
Furthermore there is one unresolved issue with regard to the .til-files: A number of blocks placed at the end of the file (for now named 'LastBlock'). We have not yet found the meaning of these blocks, so any description on what happens when editing these would likewise be appreciated.
This program has been developed in cooperation with Martin Ghümann. and with the help of the Apolyton community.
Revision history:
V.1.1.0.31 Date 09-05-2005
- Fixed random crash after changing 3-5 TileImprovements.
- Enter now closes element-property dialog.
V.1.1.0.30 Date 17-03-2005
- Fixed cut-out-border issue, for script import, where borders were not cut out of the tile.
- Updated Script file format (current version is now 1.1)
V.1.1.0.29 Date 26-12-2004
- Fixed cut-out-border issue, where borders would appear on all four sides, if one border was needed.
- Fixed minor typo (hint text)
V.1.1.0.28 Date 31-05-2004
- Options page windows size bug fixed.
- The colors used when importing tga-files can now be saved to the ini-file, and default colors can be set on the Options meue.
- Helpfile has been updated.
V.1.1.0.27 Date 18-10-2003
- LastBlock renamed to VariationRule, as I, with a lot of help from Mc, finally figured out what it was.
- Changed the TextEdit format of the Variation Rule property page.
- Added Graphical display for the Variation Rule.
- Updated the Help-file to reflect our new understanding of the Variation Rule.
V.1.0.0.26 Date 03-10-2003
- Added automatic cutout of borders for tiles.
- Added register .til-file with TileEdit.
- Added a scrollable list of the apropriate resource to the Add/Edit Dialog.
- Added Reset .ini-file. (and optimized the .ini-file usage).
- ZoomFactor is now saved to the ini-file.
- Background and Shadow colors are now saved to the ini-file.
- Fixed a few bugs on the options page.
- Fixed iport of Tiles in InGame-Color-Mode, so the colors displayd are now correctly.
- Fixed a size bug for the Add/Edit and Options Dialogs, I saved and loaded the sizes and not only the possitions to/from the ini-file.
V.1.0.0.25 Date 04-12-02
- Added jpeg as option for Save Image.
- Added image border size on the options page.
- Fixed not saving file if extention was not all lowercase.
- Fixed a menu-color bug, with custom windows menue colors.
V.1.0.0.24 Date 13-11-02
- Added append option so it is now possible to append a whole tile-file or a script.
V.1.0.0.23 Date 11-11-02
- Fixed disapearing cutout values
V.1.0.0.22 Date 02-05-02
- Final relese. (at least I hope so)
- Fixed dubble assignment to shortcut. Change color mode is now Ctrl + C
For more info se the readme.txt and help-file included in the download.
Martin the Dane
Last edited by Martin the Dane on 09-05-2005 at 20:39
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Martin the Dane
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Aarhus, Denmark
Feb 2000 time: 06:15
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Hi, 
I've just completed the script-import and fixed a few bugs, so it is now possible to generate an entire TileFile by creating a script and the necessary graphics and them import the whole thing into TileEdit, and then save it as .til files. 
There is a little note about the colors, and script import: Do not use white ($00FFFFFF) as shadow color, it will cause the graphics for some Tile Improvements not to be loaded. This only occurs when importing scripts, when importing the same graphics file into an existing TileFile it works fine, I have tried to find out why, but so far I have not been able to locate the bug. If you find similar problems using other colors, please let me know.
Martin has reported a bug that I have not been able to recreate:
If you are switching between the single and the 3x3 square mode at first I see a green area with tile outline. I have to switch off/on Show Tiles to restore the display. That is true if I am using Zoom 1x and Zoom 2x for higher zooms the problem doesn't occur.
If you experience this bug I'll also be glad to hear from you, with as much detail as possible.
I'm afraid the program is still as bug infested as the Australian outback, but hopefully not as bad as the average Microsoft product. 
I hope to hear about any problems you might experience, so we can get the final release out soon.
Download the new version of TileEdit from My ctp site, test it, and report any bugs here or directly to me on mtd@mbv.dk
The full list of features is now:
- View all elements of a .til-file.
- Save individual graphical elements as TGA's.
- Import TGA's into individual graphical elements. (16,24 and 32 bit RBG)
- Edit all elements of a .til file. (replacing graphics, changing properties, etc.)
- Export a tile file to a script file and a set of images.
- Import as script-file generating a new tile file.
- Save .til files both in-game and normal graphic versions.
- Add new elements to a .til-file.
Martin the Dane
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Martin the Dane
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Aarhus, Denmark
Feb 2000 time: 06:15
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This script stuff has caused me a lot of trouble but I believed I had it nailed down. (Yea I'm an optimist )
Hi IW,
Try using different transparent and shadow colors. If this solves the problem, let me know which colors caused problems, and which did not.
While testing I have always been able to solve the crashes that way, but never to recreate them.
I have added two extra levels of logging for the script import. They are a bit slower than the standard logging, but should work even if TileEdit crashes.
I have not bee able to recreate the crash you have, so if you could try using build 17 and see if you can nail down the error. That would help a lot in locating the problem.
If the last line in the log-file is as '.. successfully loaded ... ' then the error is somewhat connected to the next entry in the .src-file.
I would then be interested in both your .src file and any graphics files that causes problems.
If everything else fails, just zip-up the whole script and graphics, and tell me where to download it, and I'll see what I can do.
If you are using build 16 you can use the patch
In the mean time I'll try finding the place(s) where my error checks fail.
Well I always play on deity but apart from that I'm a mere mortal 
As usual you can download the newest version of TileEdit from my CTP-site
Martin the Dane
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Immortal Wombat
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in perpetuity
Dec 2000 time: 05:15
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I think I figured out my problem. The colour I used as my background for the 94*72 targas was the same as what the file exported it as -> silver I think, or #C3C6C0 I tried making this the transparent colour in the script file, but it didn't work.
Oh, hold on, just tried again, with black as the shadow colour, and got a crash, but this is the log:
code:
"C:\Program Files\Activision\Call To Power 2\ctp2_data\default\graphics\tiles\test.src" successfully loaded
Processing started
Decommenting succesfull
Default values successfully read
There are 218 TileRules to load
218 Rules successfully loaded
There are 221 TileBorders to load
221 Borders successfully loaded
There are 310 Tiles to load
310 Tiles successfully loaded
There are 31 Rivers to load
31 Rivers successfully loaded
There are 167 TileImprovements to load
I'm guessing this means the error is loading the tileimprovements?
Anyway, I tried substituing the images one by one into the *.til file, and it seems to work, so long as I make sure to set the transparent and shadow colours to the same ones in the script file.
Trying once more, and the import failed, but no crash, which is good.
HOORAY... in the continuing saga, I have just imported all 12 images and saved them, and am going to test now!!
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Immortal Wombat
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in perpetuity
Dec 2000 time: 05:15
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Well, problem solved, the program saves the file by default to Tileset555.til, it needs to be gtset555.til. Could this be changed?
I managed to (after many attempts) make the tiles blend moderately well, after several remakes, and all the borders done. I think I shall write an easy-guide to making the terrain images once I've had a few more shots at it, and include some helpful files...
Here is a capture of my terrain so far, the borders are not perfect, especially by the sea, and there are black lines alongside each tile, but its getting there, so I'm pleased.
Perhaps I shuold explain this is for my Mars scenario, so if it doesn't look too friendly, thats fine, as long as it looks reasonably like Martian fines.
Attachment: martian terrain.jpg
This has been downloaded 788 time(s).
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Martin the Dane
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Aarhus, Denmark
Feb 2000 time: 06:15
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quote: Well, problem solved, the program saves the file by default to Tileset555.til, it needs to be gtset555.til. Could this be changed? |
Well it was the easiest overwrite protection, but as everyone seems to want the 'gtset' names I'll change it. And implement some sort of warning. configurable of cause.
quote: Another question concerning the borders: Would it be possible that Tile View only needs one of the four border tiles of my choice and not every of the four borders. It would make border creation so much easier and faster. |
Well should be possible, I'll try. And I'll also look into the problem you mentioned when adding borders.
quote: I'm guessing this means the error is loading the tileimprovements? |
Oh well, thought I had weeded it out, but it seems like I'll have to dig in to it again.
quote: By the way you should look on the text when a script is i(m)ported (small typo). |
Well nobody's perfect but that's an easy one.
quote: A small whish for Tile ID, Border ID, River ID and TI ID: It should be also possible that these values can be displayed in hexadecimal and decimal numbers (that makes live easier). I would suggest to split the last number of Tile ID into two in Decimal Mode. |
Oops forgot them. consider it done.
quote: And I saw another odd thing for the display in 3x3 square mode. If a neighbor tile is a beach tile something else instead of a beach tile is shown is shown. But the second odd thing is that this is only true for Activisions tile rhules not for the ones that I added with tile edit. |
I've seen the same, but have no idea why. Are the numbers right?
quote: I think I shall write an easy-guide to making the terrain images once I've had a few more shots at it, and include some helpful files... |
That sounds great, I'd like to include something like that in the finished package.
That's it for now. Ill upload a new version and possibly a patch as soon as possible.
Martin the Dane
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Martin the Dane
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Aarhus, Denmark
Feb 2000 time: 06:15
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Hi,
Here's a much needed update to TileEdit. The following issued have been addressed:
- Fixed disappearing Script-File-Directory.
- Changed default TileSet-save-name to gtset555.til/gtset565.til
- added overwrite prompting (configurable).
- Log now shows Tile-Graphics-Filenames and not needed borders.
- Show hex now also affects Resource IDs.
- Fixed a bug where importing some TGA's might cause TileEdit to crash.
- Log shows number of resources read out of total.
- Added an Import Log window (Ctrl+W) with 'Stay On Top' capability.
About the Import TGA crash:
The error was a memory allocation error, but not where I had first thought that I had located it. I found out that after rewriting some hundred and fifty lines of code, plus a lot of small changes throughout the whole unit, with no result. All I actually had to do was to change a '+ 1' to '* 2'. (yes two characters can do a lot of damage). Oh well, the script import did get a bit faster.
quote: If there was some way of showing what each tile/border was, that would be cool, eg. |
Most of the information is there as the Border ID is: TerainIndex bordering TerainIndex. One thing I could do was displaying the Border ID as 'Tile X bordering Tile Y' as in the first part of your example, but I don't have any good ideas as to how I could implement the last part, but I'll look into it.
quote: so my conclusion is that the last block descripes groups of graphics for an internal terrain type from the terrain.txt. |
Hm, sounds plausible, but how does it work! have you tried editing it in stead to see what happens?
quote: today I already wrote a description how modify the *.til file but my comp crashed and everything is gone. |
I guess the German word 'shade!' cover that. We have a saying in Denmark: 'real men don't make backups, real men cries a lot' but then again sometimes you loose your work while making backup. When you get it written down again, please mail me a copy.
Harlan, sorry for forgetting to answer your e-mail.
As usual you can download the newest version of TileEdit and the patch from my CTP-site
Martin the Dane
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All times are GMT. The time now is 05:15. Apolyton Time is 00:15. |
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