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> Tiberium on Slopes?
Shakar
post Jan 17 2009, 07:39 AM
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If it's normally allowed to grow on slopes, then ignore this... But I'm actually wondering since I never seen this before, but it may be old news to you all... I used the TS Random Map Generator for just a quick skirmish and I encountered this...



As you can see, the RMG put Tiberium on the slopes... Can Tiberium grown on the slopes regularly? I'm a little confused since most maps ether have Tiberium-free slopes or no slopes around the Tiberium at all..

Oh, and yay, first TS related topic on TibWeb since it's comeback! biggrin.gif


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Orac
post Jan 17 2009, 08:16 AM
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Check the topic on PPM. Basically it says that Tiberium is Overlay related and crashes the game if put on slopes in Final Sun, however it can grow normally on slopes ingame. Crash also mentioned that Westwood didn't have the problem with their editting, and that Tib appears on slopes "all the time".

Oh, and yay, first relevant post on TibWeb since I joined! biggrin.gif

This post has been edited by Orac: Jan 17 2009, 08:17 AM


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Aro
post Jan 17 2009, 08:31 AM
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I Can't believe you've never seen this before, Shak. The default tiberium overlays that are used in FinalSun are for flat ground only, there are supposedly special overlay tiles that are designed to to on slopes in-game from something I heard a long time ago (I've never really looked in the mixes myself and looked for Tiberium Overlays), but these particular overlays can't be placed down in FinalSun as far as I know. It's really unusual old find.


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Crimsonum
post Jan 17 2009, 09:12 AM
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I can't believe that no one knows that they can in fact be placed on slopes in FinalSun. Check the PPM topic and the picture below for more information.
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ORCACommander
post Jan 17 2009, 12:34 PM
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I've known for a long time but just haven't been assed to do it at all.


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Ixith
post Jan 17 2009, 06:12 PM
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yay you can put tib on slopes. It just takes a lot more effort as you have to look in the bottom overlays and carefully pick out the right slope direction from one of the many things titles "Tiberium" which sometimes can be hard to see what direction it is if your not used to looking at it.
Unless of course someone decides to figure it out and go back and label them in the finalsun files so everyone can more easily use tib on slopes. roll.gif

but yea...RMG does it all the time but it is also possible in finalsun. Found that out quite awhile back. Good thing your paying attention though shakar as that can lead you to finding out more things and to be able to use them to your advantage. wink1.gif


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ORCACommander
post Jan 18 2009, 07:00 PM
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btw shouldn't this be in the mapping forum?


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SeekSomethingNew
post Jan 24 2009, 06:47 PM
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Im gonna tell you lot something, Westwoods editor used the same code as the game, becuase well, the editor was the game and vice versa. They had a real time editor...


FinalSun uses a basic "place abstract object at coord", but does not give anything special to the object when on a slope, so the game draws it as it was flat, yet its actualy on a slope, thus the game cant handle it.

Thats pretty much what i worked out, not 100% sure, but it seems so.


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Lin Kuei Ominae
post Jan 25 2009, 01:01 AM
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Maybe there is by pure chance a commented out key which you just have to activate to start the game in the editor mode. biggrin.gif

This post has been edited by Lin Kuei Ominae: Jan 25 2009, 01:01 AM


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post Jan 25 2009, 03:15 AM
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We can wish cant we? tongue.gif

Though, most of the code for writing a blank map with all the base sections exists, some mini map generation code and a fair bit of waypoint modifying code.

Of course, the rest has been removed or put into the RMG.


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Orac
post Jan 25 2009, 03:19 AM
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So we, by which I mean you, can't make a real-time editor?
Oh well. Interesting to know about such development techniques.


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SeekSomethingNew
post Jan 26 2009, 05:31 PM
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Oh its very possible, just i cant do it using ASM methods, a logic like Ares could do it in say... a year? tongue.gif


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Nyerguds
post Jan 28 2009, 03:14 PM
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...of fully funded developement? tongue.gif


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Revolutionary
post Jan 28 2009, 04:41 PM
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Hi all (it Revolutionary/Revolutionarydb depending on were you know me from or if you dont hi any way)

i may have evidence to back up this map editor idea

in the oficial prima guide to tiberina sun the top of all the screen shots are cut off (the top bar) but 1 and on this top bar it is not just the menu and credits

(sorry for bad quality blame my scanner)


if you look it says

(i think it may be cut off) 20 [NOD3A MAP]


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Rampastring
post Jan 28 2009, 06:55 PM
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It's NOD3A.MAP. You can find the place of the screenshot by having a quick look at the map in FinalSun. Your picture shows only a part of some development screenshot... While a real-time editor sounds interesting, it doesn't seem possible after reading Hyper's posts confused.gif


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Crimsonum
post Jan 28 2009, 07:53 PM
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QUOTE (^Rampastein @ Jan 28 2009, 08:55 PM) *
It's NOD3A.MAP. You can find the place of the screenshot by having a quick look at the map in FinalSun. Your picture shows only a part of some development screenshot... While a real-time editor sounds interesting, it doesn't seem possible after reading Hyper's posts confused.gif


That doesn't explain why the NOD3A.MAP filename is shown at the left corner of the top bar, where there's usually the Options.
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SeekSomethingNew
post Jan 29 2009, 08:37 PM
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Ah that? Thats just a debug string, nothing special matey.

20 is the AFPS (Average Frames Per Second) and then the scenario internal ID.

Want proof of the editor, or what we have of it? Find that images of the Scrin ship, thats the editor, you will also see the blue bar at the bottom IIRC is cut out, that was the toolbar.

This post has been edited by TSHyper: Jan 29 2009, 08:39 PM


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ORCACommander
post Jan 29 2009, 09:21 PM
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which images Hyper? The actual mixes or doing some googling?


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Crimsonum
post Jan 30 2009, 12:12 PM
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Note the AFPS (I think it is?) in the upper left corner.

This post has been edited by Crimsonum: Jan 30 2009, 12:13 PM
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SeekSomethingNew
post Jan 31 2009, 02:54 AM
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@Blood, http://www.cnc-source.com/forums/index.php...si&img=2512

Assassin has almost got it on the ball. You will see the blue bar there, and the AFPS in the top left again.


@Crim, dont repeat what i already said tongue.gif


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Threve
post Jul 26 2009, 04:59 AM
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Huh. Strange. I'm making a custom city (My first tiberian sun map) and made a hill with a road in the middle then a tiberian tree (Reparus) at the very top. To add realism and out of boardem, I put blue tiberium on the sides. I tested the map out and it crashed. Then I removed it and it worked. I don't put tiberium on hills in final sun as it will just crash it.


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Rampastring
post Jul 26 2009, 11:36 AM
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QUOTE (Threve @ Jul 26 2009, 07:59 AM) *
Huh. Strange. I'm making a custom city (My first tiberian sun map) and made a hill with a road in the middle then a tiberian tree (Reparus) at the very top. To add realism and out of boardem, I put blue tiberium on the sides. I tested the map out and it crashed. Then I removed it and it worked. I don't put tiberium on hills in final sun as it will just crash it.

Have you actually read the topic? We already know that TS will crash if you use FinalSun's basic "paint green/blue tiberium" tool for placing tiberium on slopes. We also know that you can place tiberium on slopes by finding and placing the overlay automatically (see post #4).

Look at the date before posting. If there isn't really anything new to add then you shouldn't post in 6-month-old topics.

This post has been edited by ^Rampastein: Jul 26 2009, 11:38 AM


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CommanderSpartan
post Jul 26 2009, 12:44 PM
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Too late, he already bumped two, two year old topics.


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