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Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Call To Power II > CtP2-Creation/AI/Mods/Scenarios > TileEdit: first beta release is here
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Martin the Dane is offline Martin the Dane
Prince
Aarhus, Denmark
Feb 2000
time: 06:15
  Old Post 24-12-2004 04:39 Visit Martin the Dane's homepage!
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#181 Report this post to a moderator
Got spare money?

I don't know if the apolyton tile-file was created from scratch or it's a modified original, but I'll have to figure out what has gone wrong. My guess is that I have managed to add or remove a few crucial bytes somewhere in the tile-file saving routeen, and that it has little or nothing to do with the way you have edited the file.
After all there is no guarantee that I load the various parts in the same way that CtP does, it might be safe to assume that the oposite is the case.
I'll look into it sometime after Chistmas.

Martin the Dane is offline Martin the Dane
Prince
Aarhus, Denmark
Feb 2000
time: 06:15
  Old Post 27-12-2004 04:37 Visit Martin the Dane's homepage!
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I have two pieces of good news and one bad

The first good news is: I found the error. The problem is that the black portions of the tiles that need cut-out borders are not black, they have a value of 0 to 3, the number governs witch of the four border are used. Or sort of, if/when CTP runs out of border-pixels to use, it will use the ones from the next border.

The second good news is that you will not have to remake any of your tiles, all you have to do is choose edit for each of the tiles where you have applied cutout-borders, press ok, and when done, re-save the .til-files.

The bad news is that you cannot use black or near-black-blue as black and the three first blue colours (16 bit RGB 0,0,0 through 0,0,3) are used by CtP2 to determine where to put the pixels saved as borders in the .til-file. So you will have to make sure none of your tiles have any of those four colours in them outside the cutout portion of the tiles, as this will mess up the tile in question.

I have attached three images to illustrate the behaviour. I changed the borders between plains and tundra to the colour-coded borders as in borders.gif, then I edited the plains tile to include a 2x2 matrix of 9 "illegally" coloured pixels.


border.gif is the borders as they should be.


plains.gif is the plains-tile with some "illegal" coloured pixels.


border_in_game.gif is a screen-shot of the plains and tundra tiles in the game. Note the lower corner of the plains tile, has the wrong colours in the cut-out part.

E is offline E
King
July 24,2005 Ctp2 Tiles in sig!
May 1999
time: 21:15
  Old Post 27-12-2004 11:22 Visit E's homepage!
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Martin! Great work!

Does this mean I don't require a new version of tile edit either. So the current version recognizes these pixel values?

I didn't think I had and black value tiles, especially in plains in and stuff. But I will give it a try with the current version.

thanks again!

Martin the Dane is offline Martin the Dane
Prince
Aarhus, Denmark
Feb 2000
time: 06:15
  Old Post 27-12-2004 14:12 Visit Martin the Dane's homepage!
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Lose 30 kilos (of popups)

You'll have to get the new version either from my website (there is a patch for build 28), or from my sig.
And since I'm still in the christmas mood here are the direct links to the files:
TileEdit version 1.1.0.29
Patch (only for build 28)

E is offline E
King
July 24,2005 Ctp2 Tiles in sig!
May 1999
time: 21:15
  Old Post 29-12-2004 09:04 Visit E's homepage!
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Martin its working great! Now I just got to create all those border tiles....

The Big Mc is offline The Big Mc
King
Of the universe / England
Oct 2001
time: 05:15
  Old Post 29-12-2004 23:21 Visit The Big Mc's homepage!
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Avatar Enlargement: We've got the solution

29 I am still using 27

Martin the Dane is offline Martin the Dane
Prince
Aarhus, Denmark
Feb 2000
time: 06:15
  Old Post 30-12-2004 00:14 Visit Martin the Dane's homepage!
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Remove this text

That's your problem
But OK build 28 only fixed a few minor problems.

Maquiladora is offline Maquiladora
Emperor

Jun 2001
time: 05:15
  Old Post 22-02-2005 01:00 Visit Maquiladora's homepage!
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Need some help here.

Ive replaced the desert tile graphic with a new graphic for a different type of tree terrain.

You can see in the top screenshot its the unmodded tileset and the border from the desert to the forest is fine.

In the bottom screenshot the border from my new tree graphic to forest is messed up.

I figured this is because my tree has overlapped onto the black border area, where the desert didnt in the unmodded tileset.

Also it only happens with the NE and NW border, even if i overlap in all 4 directions with the tree graphic, only the NE and NW of the tree graphic borders mess up, I assume this is because only the SE and SW border for forests appear, and so only those interfere?

Does anyone have a clue how i can get around/fix this? (while still overlapping the top two borders with the new tree)

Attachment: berezaprob.jpg
This has been downloaded 90 time(s).

E is offline E
King
July 24,2005 Ctp2 Tiles in sig!
May 1999
time: 21:15
  Old Post 22-02-2005 01:36 Visit E's homepage!
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you might need to check the border graphic for the other tile first. asnd you might want to post the tilefile, I'm pretty god at working my way around there so I might find it (but later tonight)

Maquiladora is offline Maquiladora
Emperor

Jun 2001
time: 05:15
  Old Post 22-02-2005 01:46 Visit Maquiladora's homepage!
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I checked both the border graphics and theyre both similar, nothing stands out really.

From looking at it, it looks to me as though the borders overlap each other and can decide which should be there.

Also desert is like grassland and plains, it never overlaps the border and has the similar patterns for tile rules, like Jungle and Forest have similar rules. Unfortunately I cant replace Jungle as thats already replaced by another tree graphic too.

http://apolyton.net/upload/view.php...78_gtset565.zip

E is offline E
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July 24,2005 Ctp2 Tiles in sig!
May 1999
time: 21:15
  Old Post 22-02-2005 01:59 Visit E's homepage!
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it depends where you put the cut-outs. You can pick which sides by editing the tile and clicking the box where you want it. Also note that tile-edit remebers where your last cut outs were so if you want to remove them you have to click the box then unclick it again.

Maquiladora is offline Maquiladora
Emperor

Jun 2001
time: 05:15
  Old Post 22-02-2005 02:27 Visit Maquiladora's homepage!
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I just imported the script (but my own images) from the unmodded tilefile so it would maintain the same cutouts, is that wrong?

The one i put up for download, the first desert cutouts should all be unticked though.

I also noticed im still using v1.0.0.22 (from the directory) got v1.1.0.29 from Martins site now.

Last edited by Maquiladora on 22-02-2005 at 02:33

E is offline E
King
July 24,2005 Ctp2 Tiles in sig!
May 1999
time: 21:15
  Old Post 22-02-2005 02:38 Visit E's homepage!
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29 will help a lot with the borders. I'd recommend using putting cut outs in. Also make sure some of your files are x99 desert mountain and snow mountains didn't have those files so I had to add them in my tile and it messes up the borders.

Maquiladora is offline Maquiladora
Emperor

Jun 2001
time: 05:15
  Old Post 22-02-2005 02:53 Visit Maquiladora's homepage!
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In the unmodded tile file the first desert has all 4 cutouts, thats fine, because the first desert doesnt have a tree sticking above the top 2 borders.

When i put 4 cutouts on my tree graphic obviously it cuts off the tops of the trees, but it doesnt give those crappy borders with forests anymore.

If i only put cutouts on SE/SW then the crappy borders with forests appear.

So I assume the solution here is to include the tops of the trees in the tree-to-forest border?

E is offline E
King
July 24,2005 Ctp2 Tiles in sig!
May 1999
time: 21:15
  Old Post 22-02-2005 09:54 Visit E's homepage!
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I'd recommend only cutting out SE/SW and then edit the border (forest or snow, whichever you hate) you can even use the original tile graphic since borders punch out the middle) but usually I woundnt have borders cut off trees.

Maquiladora is offline Maquiladora
Emperor

Jun 2001
time: 05:15
  Old Post 22-02-2005 20:13 Visit Maquiladora's homepage!
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Thanks E, ill give that a try.

Maquiladora is offline Maquiladora
Emperor

Jun 2001
time: 05:15
  Old Post 23-02-2005 07:16 Visit Maquiladora's homepage!
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Got it looking better.

Also this:

quote:
Originally posted by E
29 will help a lot with the borders. I'd recommend using putting cut outs in. Also make sure some of your files are x99 desert mountain and snow mountains didn't have those files so I had to add them in my tile and it messes up the borders.


didnt know what you meant at first, but having just finished changing desert mountains completely, this came in very handy and fixed the problems i was having, after i added a 1999. I love it when a plan comes together

Martin the Dane is offline Martin the Dane
Prince
Aarhus, Denmark
Feb 2000
time: 06:15
  Old Post 17-03-2005 22:39 Visit Martin the Dane's homepage!
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Hi I just updated TileEdit so now the script import/export works correctly for tiles with cutout-borders. If you have made a tile-file with a version prior to build 29 download this build, or the patch, export the tile-file as a script and reimport it. This will repair the cutout borders.


  • 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)
    VariationRules can now be in human readable format.

Last edited by Martin the Dane on 17-03-2005 at 22:48

E is offline E
King
July 24,2005 Ctp2 Tiles in sig!
May 1999
time: 21:15
  Old Post 05-05-2005 09:24 Visit E's homepage!
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Martin,

This may not apply to tile edit but it deals with tiles. I've added a bunch of improvements and I used the tile id numbers in the 800s and 900s. I then made a tileip.txt to see if I can show the new improvements (instead of the original). Is there a number limit on tile improvements? Or an index number limit?

E is offline E
King
July 24,2005 Ctp2 Tiles in sig!
May 1999
time: 21:15
  Old Post 05-05-2005 09:26 Visit E's homepage!
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I cant upload the tiles now (apolyton problem I think)but if you need to see the tile numbers I have this txt.

Attachment: tileimp.txt
This has been downloaded 1 time(s).

Martin the Dane is offline Martin the Dane
Prince
Aarhus, Denmark
Feb 2000
time: 06:15
  Old Post 05-05-2005 13:25 Visit Martin the Dane's homepage!
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quote:
Originally posted by E
... Is there a number limit on tile improvements? Or an index number limit?
I know there are some limits hardcoded into the game-engine, and they are not the same for CtP1 and 2, what they are though I don't know. Can't remember who posted something about it and where and when. Maybee Mc or Maq knows it.

E is offline E
King
July 24,2005 Ctp2 Tiles in sig!
May 1999
time: 21:15
  Old Post 09-05-2005 07:12 Visit E's homepage!
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THanks Martin the Dane,

I thikn its some internal game limit (though I didn't find anything on a TileIndex search in the code). So I'm re-numbering my 900 to 700 (the max seems around 876).

However, there is a problem when I renumber the TileIndex after four or five time I get an 'List Index out of bounds (68)' or 'List Index out of bounds (71)'and have to close tileedit and reopen the tile file in order to start renumbing again. It seems the tileedit cant handle a few of the changes in a sequence.

Last edited by E on 09-05-2005 at 07:53

Martin the Dane is offline Martin the Dane
Prince
Aarhus, Denmark
Feb 2000
time: 06:15
  Old Post 09-05-2005 09:57 Visit Martin the Dane's homepage!
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#203 Report this post to a moderator
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I'll look into it. And I was able to reproduce it, so nailing it should not be to dificult.

E is offline E
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July 24,2005 Ctp2 Tiles in sig!
May 1999
time: 21:15
  Old Post 09-05-2005 20:40 Visit E's homepage!
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quote:
Originally posted by Maquiladora
When i put 4 cutouts on my tree graphic obviously it cuts off the tops of the trees, but it doesnt give those crappy borders with forests anymore.

If i only put cutouts on SE/SW then the crappy borders with forests appear.

So I assume the solution here is to include the tops of the trees in the tree-to-forest border?


Maq,

I think I found another way, I've been trying to find a smoother transition to trees and found that if you save a tile with the four cut-outs (say dester) and then open a forest tile if you use the color select tool you'll see the black is 0,0,0 and 0,0,8 and so on. If you take that color and just use it to draw on the edges of the tile you'll be able to get the effect of trees on top of borders. You may see an example of this in the oldimps tilefile I posted in ekmek tile earlier)

Martin the Dane is offline Martin the Dane
Prince
Aarhus, Denmark
Feb 2000
time: 06:15
  Old Post 09-05-2005 20:53 Visit Martin the Dane's homepage!
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quote:
Originally posted by E
However, there is a problem when I renumber the TileIndex after four or five time I get an 'List Index out of bounds (68)' or 'List Index out of bounds (71)'and have to close tileedit and reopen the tile file in order to start renumbing again. It seems the tileedit cant handle a few of the changes in a sequence.

Nailed it
.... again, again, when on Earth have you guys found all the bugs

I have uploaded a new version of TileEdit and a Patch

E is offline E
King
July 24,2005 Ctp2 Tiles in sig!
May 1999
time: 21:15
  Old Post 09-05-2005 21:02 Visit E's homepage!
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THANKS MARTIN!

We only find bugs because we love tileedit and use it a lot

Still hoping for some spriteedit stuff

Martin the Dane is offline Martin the Dane
Prince
Aarhus, Denmark
Feb 2000
time: 06:15
  Old Post 09-05-2005 21:15 Visit Martin the Dane's homepage!
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Avatar Enlargement: We've got the solution

E,

the idea you propose should work, but it might mess up the rest of the borders. CtP uses the color-value to determin witch pixels to fill with the border-pixels, but AFIK any overflow-underflow affects the following borders. Each border consists of exactly 352 pixels.

E is offline E
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July 24,2005 Ctp2 Tiles in sig!
May 1999
time: 21:15
  Old Post 09-05-2005 21:29 Visit E's homepage!
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Inflate your Upload Space

so far its working good, but I'll let you know if there is a problem

E is offline E
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July 24,2005 Ctp2 Tiles in sig!
May 1999
time: 21:15
  Old Post 10-07-2005 05:21 Visit E's homepage!
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Martin,

I noticed another problem with the borders they seem to spill over for border located on the bottom right. THe link will show the tile file, loadinto a game and you ought to see it. thanks.



http://apolyton.net/upload/view.php...10_gtset555.zip

E is offline E
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July 24,2005 Ctp2 Tiles in sig!
May 1999
time: 21:15
  Old Post 15-07-2005 07:56 Visit E's homepage!
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Martin the dane

here's a graphic example I made the "ice" area suposed to be the same as the one connecting to it but for some reason it does a random border on this part. Doing the same technique on other border sides don't do this. Can you figure it out?

Attachment: borderss.jpg
This has been downloaded 22 time(s).

 
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