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Frankman
post Jun 15 2008, 10:11 PM
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Hello people, I'm new here, and I'd like to get started with map-making. I've been playing Tiberian Dawn since the very beginning, and have only recently started playing computer games again. I've been messing around with the map editor, with little success, I learn by trial and error, and so far it has mostly been error biggrin.gif

Anyways, expect to see a few maps in the coming weeks from me. I'm positive that I'll have plenty of interesting things set up. I do, have a couple of questions though:

1. Are custom textures possible? I'd like to make asphalt roads and railroads.

2. Are custom buildings possible? It doesn't look like there is much to them in TD, but the default ones can be rather repetitive (I like large, and usually multiple civilian villages).

3. I'd like to mod the SSM and Commandos into the regular game (for both sides), is it hard-coded into multiplayer?




That being said, if there is any other rookie advice, I'm open to it. I should have some teasers up soon enough.
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The DvD
post Jun 15 2008, 10:33 PM
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Welcome to TibWeb, enjoy your stay!

I''m sure there will be some answers for you here, just not from me, i know next to nothing about TD tongue.gif


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Lin Kuei Ominae
post Jun 16 2008, 10:55 AM
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welcome aboard.
QUOTE (Frankman @ Jun 15 2008, 10:11 PM) *
1. Are custom textures possible? I'd like to make asphalt roads and railroads.

For TD and for a map only? No!

QUOTE (Frankman @ Jun 15 2008, 10:11 PM) *
2. Are custom buildings possible? It doesn't look like there is much to them in TD, but the default ones can be rather repetitive (I like large, and usually multiple civilian villages).

Not in TD, except you plan to make a mod. But then you can only replace original buildings. You can't add new stuff to TD.

QUOTE (Frankman @ Jun 15 2008, 10:11 PM) *
3. I'd like to mod the SSM and Commandos into the regular game (for both sides), is it hard-coded into multiplayer?

There are some TD editors for DOS and C&C95 out there. Those are able to change the hardcoded values, so you can change the stats for the units and lower in this case the techlevel for the SSM and Commando.
Though, if you create your own map, just set the Techlevel of the player to 98. This way you can build the commando and SSM in this map too.

This post has been edited by Lin Kuei Ominae: Jun 16 2008, 10:59 AM


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Frankman
post Jun 16 2008, 04:47 PM
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QUOTE (Lin Kuei Ominae @ Jun 16 2008, 10:55 AM) *
Not in TD, except you plan to make a mod. But then you can only replace original buildings. You can't add new stuff to TD.


So much for that idea.


QUOTE (Lin Kuei Ominae @ Jun 16 2008, 10:55 AM) *
There are some TD editors for DOS and C&C95 out there. Those are able to change the hardcoded values, so you can change the stats for the units and lower in this case the techlevel for the SSM and Commando.
Though, if you create your own map, just set the Techlevel of the player to 98. This way you can build the commando and SSM in this map too.


Where might I find one of these editors? I have the First Decade (so Covert Ops) and the C&C95 both installed. I have not yet finished a 'working' map, so setting the tech level down to 98 doesn't do much good.

I made a map, but it refuses to appear under 'new missions' like I want it to. - Nevermind.

This post has been edited by Frankman: Jun 16 2008, 07:07 PM
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Frankman
post Jun 18 2008, 01:16 AM
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Well, I have begun my first map. It will be playable by both sides, you can choose which you want to be. I managed to learn this map making pretty quick, and it is actually quite easy. The hard part must be coding the AI.
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Preliminary Summary:


"Land Between the Rivers"

NOD and the GDI have been locked in a stalemate for many months, your mission is to break the stalemate and eliminate the opposition. There are only 3 river crossings, all separated by dense foliage, they are the only access points to the other side of the map. Due to space constraints, any passing units are vulnerable to infantry on the middle island. 3 villages line this map, most of them are homes of workers at a nearby experimental hybrid Tiberian-Nuclear power station. Most of the area civilians were evacuated prior to the conflict, but a handful remain to supervise the power plant. Vast Oil Fields lie to the West, and Tiberian can be found closer to the edges of the map.

GDI:
Ongoing political battles within the United Nations has mirrored public concern in this increasingly unpopular war. A defeat here would be devastating to our cause. We hope to restore this region's civilian populace, and to provide refuge from the encroaching Tiberian. Use your transport Helicopters wisely, you cannot build more.

NOD:
The Brotherhood has become increasingly strained for resources, in order to restore this region to NOD control, and to re-establish Tiberian harvesting, we must secure this are before GDI influence spreads. There is still significant Civilian presence, their fate is not of our concern. Use your transport Helicopters wisely, you cannot build more.


Level of Difficulty: Hard to Expert

--------------------------------------

I will hold the map screenshots as not to ruin the mission, plus I'm not quite finished tweaking the river.

This post has been edited by Frankman: Jun 18 2008, 01:18 AM
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Nyerguds
post Jun 19 2008, 08:04 AM
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I posted a neat text file about mission making on the forum here somewhere... it has everything AI-related you could ever need.

This is the file:
http://nyerguds.arsaneus-design.com/cncstu...xt/ccmanual.txt


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Nyerguds
post Sep 7 2008, 11:20 PM
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QUOTE (Lin Kuei Ominae @ Jun 16 2008, 12:55 PM) *
QUOTE (Frankman @ Jun 16 2008, 12:11 AM) *

1. Are custom textures possible? I'd like to make asphalt roads and railroads.

For TD and for a map only? No!

Unless you are prepared to do a LOT of map editing in a hex editor. It is not possible to add new tiles, but it IS possible to add new frames to existing tiles and use those. Of course, no map editor will support them, so you'll have to edit the map manually with a hex editor to add them.

I've done stuff like that in some missions, like this:
http://cnc2sw.planetcnc.gamespy.com/stuff/mod/A10crash2.gif
The tile I've added this to is the so-called UFO thingy. It has a ton of black tiles at the end of it for no apparent reason (in fact, XCC can't read i because it overflows on them)
http://cnc2sw.planetcnc.gamespy.com/stuff/mod/P04_1.gif

The new P04 tile file I now use looks like this:
http://cnc2sw.planetcnc.gamespy.com/stuff/mod/P04.gif

On the map, each tile is 2 bytes; the first one indicating which tile to use, and the second specifying which frame of it to use. So where the map editor can only place "47 00" for this, I used "47 01", "47 02", etc to put my custom tiles on the map.

Note that the passability of these tiles is determined by exe data which is quite hard to edit, but basically, if you take a 100% impassable tile, the frames you add to it will be impassable too. If you take a 100% passable tile, the frames you add to it will all be passable.

If you have one that's partially passable, I think all added frames are impassable, since the new tiles won't be on the exceptions list in the exe which the tile uses.

This post has been edited by Nyerguds: Sep 7 2008, 11:23 PM


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