Author Topic: New TE Bugs  (Read 14819 times)

Offline mrmidi

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Re: New TE Bugs
« Reply #15 on: September 05, 2009, 01:35:30 PM »
Uncheck the "Can Collide" setting in you PT spawn object setting and see it that makes a differance.

 :salute
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Offline ghostdancer

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Re: New TE Bugs
« Reply #16 on: September 05, 2009, 02:10:14 PM »
Nope, still crashes even if I have can collide off for the boat object. Also tried have collide and set to elevation height off and still crashed.

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Offline ghostdancer

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Re: New TE Bugs
« Reply #17 on: September 05, 2009, 02:19:22 PM »
mrmidi built my terrain for me. The PTs boat spawn normally in it. Not problem withe boat entries. Just crashes when check terrain is run.
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Offline Easyscor

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Re: New TE Bugs
« Reply #18 on: September 07, 2009, 11:02:36 AM »
Crashing with XP - Import waterd.bmp


ahedit at idle (full size image)



ahedit after crash when importing the waterd.bmp
includes MSVS debug message. (full size image)




Full Dxdiag


------------------
System Information
------------------
Time of this report: 9/4/2009, 09:26:21
       Machine name: BIGGAME
   Operating System: Windows XP Professional (5.1, Build 2600) Service Pack 2 (2600.xpsp_sp2_gdr.090206-1233)
           Language: English (Regional Setting: English)
System Manufacturer: INTELR
       System Model: AWRDACPI
               BIOS: Phoenix - AwardBIOS v6.00PG
          Processor: Intel(R) Pentium(R) 4 CPU 2.60GHz (2 CPUs)
             Memory: 1536MB RAM
          Page File: 191MB used, 3243MB available
        Windows Dir: C:\WINDOWS
    DirectX Version: DirectX 9.0c (4.09.0000.0904)
DX Setup Parameters: Not found
     DxDiag Version: 5.03.2600.2180 32bit Unicode

---------------
Display Devices
---------------
        Card name: RADEON 9800 PRO
     Manufacturer: ATI Technologies Inc.
        Chip type: Radeon 9800 AGP (0x4E48)
         DAC type: Internal DAC(400MHz)
       Device Key: Enum\PCI\VEN_1002&DEV_4E48&SUBSYS_00021002&REV_00
   Display Memory: 128.0 MB
     Current Mode: 1280 x 1024 (32 bit) (60Hz)
          Monitor: SONY SDM-S95AR/ER
  Monitor Max Res: 1280,1024
      Driver Name: ati2dvag.dll
   Driver Version: 6.14.0010.6343 (English)
      DDI Version: 9 (or higher)
Driver Attributes: Final Retail
 Driver Date/Size: 4/28/2003 19:39:48, 291584 bytes
      WHQL Logo'd: n/a
  WHQL Date Stamp: n/a
              VDD: n/a
         Mini VDD: ati2mtag.sys
    Mini VDD Date: 4/28/2003 19:39:23, 625920 bytes
Device Identifier: {D7B71EE2-0D08-11CF-756B-0820A1C2CB35}
        Vendor ID: 0x1002
        Device ID: 0x4E48
        SubSys ID: 0x00021002
      Revision ID: 0x0000
      Revision ID: 0x0000
      Video Accel: ModeMPEG2_C ModeMPEG2_D

-------------
Sound Devices
-------------
            Description: Aureal Audio
 Default Sound Playback: Yes
 Default Voice Playback: Yes
            Hardware ID:
        Manufacturer ID: 1
             Product ID: 100
                   Type: WDM
            Driver Name: adm8820.sys
         Driver Version: 5.12.0001.1560 (English)
      Driver Attributes: Final Retail
            WHQL Logo'd: n/a
          Date and Size: 8/17/2001 12:19:14, 553984 bytes
            Other Files:
        Driver Provider:
         HW Accel Level: Standard
              Cap Flags: 0x0
    Min/Max Sample Rate: 0, 0
Static/Strm HW Mix Bufs: 0, 0
 Static/Strm HW 3D Bufs: 0, 0
              HW Memory: 0
       Voice Management: No
 EAX(tm) 2.0 Listen/Src: No, No
   I3DL2(tm) Listen/Src: No, No
Sensaura(tm) ZoomFX(tm): No
               Registry: OK
      Sound Test Result: Not run

---------------------
Sound Capture Devices
---------------------
            Description: Aureal Audio
  Default Sound Capture: Yes
  Default Voice Capture: Yes
            Driver Name: adm8820.sys
         Driver Version: 5.12.0001.1560 (English)
      Driver Attributes: Final Retail
          Date and Size: 8/17/2001 12:19:14, 553984 bytes
              Cap Flags: 0x0
           Format Flags: 0x0
Easy in-game again.
Since Tour 19 - 2001

Offline Easyscor

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Re: New TE Bugs
« Reply #19 on: September 07, 2009, 12:42:59 PM »
When I exported waterb.bmp, it went into my project folder instead of it's texsrc folder, and there was no waterc.bmp.

Attempts to export it later resulted in complete failure, nothing exported at all.  :eek:

I'll be reformatting my HD next week, I'll post if anything changes.

(and yes, I know the whole 8 bit grayscale issue :) )
« Last Edit: September 07, 2009, 12:44:37 PM by Easyscor »
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Offline Easyscor

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Re: New TE Bugs
« Reply #20 on: September 08, 2009, 08:10:12 AM »
I've noticed that all the ground clutter repeats in the TE regardless of the terrain type, even into the water Cells.

Even though it seems to build with the proper clutter for the terrain type, it really should reflect the correct ground clutter in the TE imho, so we can actually see how it will look as we place it.
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Offline USRanger

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Re: New TE Bugs
« Reply #21 on: September 16, 2009, 05:36:56 PM »
We want fixes! We want fixes! We want fixes!

(I just wanna "build" my terrains :()
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Offline Greebo

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Re: New TE Bugs
« Reply #22 on: September 21, 2009, 04:46:18 AM »
As I mentioned before, when the TE converts an old terrain it does not align the coastline correctly which causes a load of "water not 0" errors. To get round this I have edited the waterd.bmp file in Paint Shop Pro by moving the whole coastline two pixels up and to the right.

Unless I have screwed up somewhere it seems that the RGB values of the land tile types in the gndtype.bmp file have been reversed.

These are the RGB values of the tile types as described:

0  Deep water
17  Grass
34  Forest 1 (evergreen)
51  Forest 2 (deciduous)
68  Farm 1
85  Farm 2
102  Rock
119  Swamp
136  Rocky Grass
153  Sandy Grass
170  Beach
187  River bed /
204  Snow / Coral

Below is what works for me in the TE when I edit the gndtype.bmp in PSP:

0  Deep water
204  Grass
187  Forest 1 (evergreen)
170  Forest 2 (deciduous)
153  Farm 1
136  Farm 2
119  Rock
102  Swamp
85  Rocky Grass
68  Sandy Grass
51  Beach
34  River bed /
17  Snow / Coral

The only problem I have had using these values is the river bed texture. This appears greyed out when applied using the gndtype.bmp file but it works OK when applied using a brush in the TE. Note I have double checked the colour is 34,34,34 in the file.

The TE appears to use the upper RGB values when updating an old terrain, which leads to a weird looking terrain with grass capped swampy mountains etc.
« Last Edit: September 21, 2009, 05:20:04 AM by Greebo »

Offline danny37

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Re: New TE Bugs
« Reply #23 on: September 21, 2009, 05:44:18 AM »
making a map: 1)dosent show the water like it should
                    2)in some places it shows land where theres water
                    3)the beach is clearly outlined,but it shows land past the beaches
vid card:pny 9800gt
cpu:intel core duo2
ram:3gb
can it be duplicated:yes,does it everytime i make a map for the terrain

have built the terrain with map and tried it offline and the maps shows the same
« Last Edit: September 21, 2009, 05:45:51 AM by danny37 »

Offline 5PointOh

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Re: New TE Bugs
« Reply #24 on: September 21, 2009, 04:23:05 PM »
This is an object editor error. I open the object editor...and it crashed immediately.

------------------
System Information
------------------
Time of this report: 9/21/2009, 17:17:51
       Machine name: NATHAN-PC
   Operating System: Windows Vista™ Home Premium (6.0, Build 6002) Service Pack 2 (6002.lh_sp2rtm.090410-1830)
           Language: English (Regional Setting: English)
System Manufacturer: Dell Inc.               
       System Model: Dell DXP061                 
               BIOS: Phoenix ROM BIOS PLUS Version 1.10 2.3.1
          Processor: Intel(R) Core(TM)2 CPU          6600  @ 2.40GHz (2 CPUs), ~2.4GHz
             Memory: 2046MB RAM
          Page File: 1741MB used, 2594MB available
        Windows Dir: C:\Windows
    DirectX Version: DirectX 10
DX Setup Parameters: Not found
     DxDiag Version: 6.00.6001.18000 32bit Unicode

------------
DxDiag Notes
------------
      Display Tab 1: No problems found.
        Sound Tab 1: No problems found.
        Sound Tab 2: No problems found.
          Input Tab: No problems found.

--------------------
DirectX Debug Levels
--------------------
Direct3D:    0/4 (retail)
DirectDraw:  0/4 (retail)
DirectInput: 0/5 (retail)
DirectMusic: 0/5 (retail)
DirectPlay:  0/9 (retail)
DirectSound: 0/5 (retail)
DirectShow:  0/6 (retail)

---------------
Display Devices
---------------
        Card name: NVIDIA GeForce 7900 GS
     Manufacturer: NVIDIA
        Chip type: GeForce 7900 GS
         DAC type: Integrated RAMDAC
       Device Key: Enum\PCI\VEN_10DE&DEV_0292&SUBSYS_037010DE&REV_A1
   Display Memory: 1015 MB
 Dedicated Memory: 248 MB
    Shared Memory: 766 MB
     Current Mode: 1680 x 1050 (32 bit) (60Hz)
          Monitor: Dell E207WFP
      Driver Name: nvd3dum.dll,nvwgf2um.dll
   Driver Version: 7.15.0011.6371 (English)
      DDI Version: 10
Driver Attributes: Final Retail
 Driver Date/Size: 9/17/2007 08:07:00, 4988928 bytes
      WHQL Logo'd: Yes
  WHQL Date Stamp:
Device Identifier: {D7B71E3E-41D2-11CF-8D6B-7B2301C2CA35}
        Vendor ID: 0x10DE
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        SubSys ID: 0x037010DE
      Revision ID: 0x00A1
      Revision ID: 0x00A1
      Video Accel: ModeMPEG2_A ModeMPEG2_C ModeVC1_B ModeWMV9_B ModeVC1_A ModeWMV9_A
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                   {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalSt retch
                   {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY
                   {B338D50D-A64A-4790-AC01-475B64252A78}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalSt retch
                   {6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(UYVY,UYVY) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive
                   {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(UYVY,UYVY) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalSt retch
                   {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(UYVY,UYVY) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY
                   {B338D50D-A64A-4790-AC01-475B64252A78}: Format(In/Out)=(UYVY,UYVY) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalSt retch
                   {6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(YV12,0x32315659) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive
                   {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(YV12,0x32315659) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalSt retch
                   {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(YV12,0x32315659) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY
                   {B338D50D-A64A-4790-AC01-475B64252A78}: Format(In/Out)=(YV12,0x32315659) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalSt retch
                   {6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive
                   {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalSt retch
                   {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY
                   {B338D50D-A64A-4790-AC01-475B64252A78}: Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalSt retch
                   {6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(IMC1,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
                   {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(IMC1,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
                   {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(IMC1,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
                   {B338D50D-A64A-4790-AC01-475B64252A78}: Format(In/Out)=(IMC1,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
                   {6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(IMC2,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
                   {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(IMC2,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
                   {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(IMC2,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
                   {B338D50D-A64A-4790-AC01-475B64252A78}: Format(In/Out)=(IMC2,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
                   {6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(IMC3,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
                   {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(IMC3,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
                   {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(IMC3,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
                   {B338D50D-A64A-4790-AC01-475B64252A78}: Format(In/Out)=(IMC3,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
                   {6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(IMC4,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
                   {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(IMC4,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
                   {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(IMC4,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
                   {B338D50D-A64A-4790-AC01-475B64252A78}: Format(In/Out)=(IMC4,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
                   {6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(S340,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
                   {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(S340,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
                   {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(S340,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
                   {B338D50D-A64A-4790-AC01-475B64252A78}: Format(In/Out)=(S340,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
                   {6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(S342,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
                   {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(S342,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
                   {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(S342,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
                   {B338D50D-A64A-4790-AC01-475B64252A78}: Format(In/Out)=(S342,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
     DDraw Status: Enabled
       D3D Status: Enabled
       AGP Status: Enabled
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Offline -sudz-

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Re: New TE Bugs
« Reply #25 on: September 22, 2009, 04:02:00 PM »
As I mentioned before, when the TE converts an old terrain it does not align the coastline correctly which causes a load of "water not 0" errors. To get round this I have edited the waterd.bmp file in Paint Shop Pro by moving the whole coastline two pixels up and to the right.

Unless I have screwed up somewhere it seems that the RGB values of the land tile types in the gndtype.bmp file have been reversed.

These are the RGB values of the tile types as described:

0  Deep water
17  Grass
34  Forest 1 (evergreen)
51  Forest 2 (deciduous)
68  Farm 1
85  Farm 2
102  Rock
119  Swamp
136  Rocky Grass
153  Sandy Grass
170  Beach
187  River bed /
204  Snow / Coral

Below is what works for me in the TE when I edit the gndtype.bmp in PSP:

0  Deep water
204  Grass
187  Forest 1 (evergreen)
170  Forest 2 (deciduous)
153  Farm 1
136  Farm 2
119  Rock
102  Swamp
85  Rocky Grass
68  Sandy Grass
51  Beach
34  River bed /
17  Snow / Coral

The only problem I have had using these values is the river bed texture. This appears greyed out when applied using the gndtype.bmp file but it works OK when applied using a brush in the TE. Note I have double checked the colour is 34,34,34 in the file.

The TE appears to use the upper RGB values when updating an old terrain, which leads to a weird looking terrain with grass capped swampy mountains etc.

I think there may have been a miscommunication on how the ground texture stuff works.  As you know, there are 13 terrain types.  Each of these is assigned a number 0 thru 12.  The pixel being painted is stored as a set of two small nibbles - one for each terrain type (if it's blended with another type) or both nibbles being set to one terrain type (when no blending occurs).

So let's explain nibbles in memory.  Each pixel is actually two numbers and can be represented by #-# where each pound sign is a nibble.  The first # sign will always be the first terrain type, the second can be either a copy of the first (no terrain blending) or the second terrain type (when blending).  For instance, if you blend Forest Evergreen (terrain type 2) with Farm1 (terrain type 4) the resulting pixel is 2-4.  A purely Forest Evergreen pixel would be 2-2.

As a side note, these numbers are in hexidecimal so we use the standard way to tell by prefacing the number with 0x.  The above numbers are actually 0x24 and 0x22.  This gives us a total range of 0x00 to 0xFF but we would only go from 0x00 to 0xCC (c = 12 in hex).  So how can you use this?  Below is a chart of the terrain types and the number that is placed into a nibble.

0 - Deep Ocean
1 - Grass
2 - Forest Evergreen
3 - Forest Deciduous
4 - Farm 1
5 - Farm 2
6 - Rock
7 - Swamp
8 - Rock Grass
9 - Sandy Grass
A - Beach (10)
B - Riverbed (11)
C - Snow/Coral (12)

Note that the last 3 are in hex.

If you don't want to use hex, you can just run it through this formula:  (terrain type 1 * 16) + terrain type 2.  If it's just one terrain type then terrain type 2 should be the same number as terrain type 1.

Some examples of the resulting pixels are: Swamp/Beach - 0x7A, Rock - 0x66, Farm1/Sandy Grass - 0x48.

Once you have the number in pixel nibbles, you can convert to decimal by using calc. You can see using your Grass example: Grass = 0x11 = 17 decimal.

These are not supposed to be RGB values, but 8-bit palletized grey-scale.  Hope this helps clearing up the gndtype painting process for everyone (this isn't just directed at Greebo  :salute)

- sudz



Offline USRanger

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Re: New TE Bugs
« Reply #26 on: September 22, 2009, 09:53:05 PM »
 But where do the trees go?

I like trees.
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Offline -sudz-

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Re: New TE Bugs
« Reply #27 on: September 23, 2009, 09:10:33 AM »
Bring me a shrubery

Offline Strip

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Re: New TE Bugs
« Reply #28 on: September 23, 2009, 09:18:23 AM »
I heard getting problems fixed faster was simply a matter of non-monetary donations like certain precious liquids.

 :D

Offline Greebo

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Re: New TE Bugs
« Reply #29 on: September 23, 2009, 02:19:03 PM »
Thanks for the explanation Sudz, however the problem seems to have resolved itself. Earlier today I slightly modified the gndtype.bmp file. When I started the TE to view the changes the textures had reversed again, i.e. grass areas were now snow areas and so on. After changing all the shades of grey back to those listed in the instructions everything now seems OK. All the terrain types are displaying correctly, including the river bed one.

I've still got no idea why my terrain flipped and unflipped its textures though, the gndtype.bmp file was built the same way each time.