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 too much terrain?

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Serenity09
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PostSubject: too much terrain?   Mon Aug 15, 2011 8:02 pm

so to get around the stupid limit on number of terrain chipsets available, i made a function that takes a rect, and 2 terrain types and replaces the first type with the second throughout the rect

it works great except for one detail...

it can only use tiles already in my chipset...
ie if i have lava and ice and marble in my chipset and try to replace ice with bricks (not in my chipset) it'll instead replace ice with lava
but if i try to replace marble with ice, that works fine

there has to be a way around this considering maze maker games use tons of different chips. anyone know?

code
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The_Chosen_Oreo
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PostSubject: Re: too much terrain?   Thu Aug 18, 2011 12:28 am

Theres no paste on pastebin to that link...
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Serenity09
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PostSubject: Re: too much terrain?   Thu Aug 18, 2011 12:56 am

it expired
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The_Chosen_Oreo
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PostSubject: Re: too much terrain?   Thu Aug 18, 2011 1:06 am

lol can you repost it? xD
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Pat1487
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PostSubject: Re: too much terrain?   Thu Aug 18, 2011 10:02 am

Each tile takes up a certain amount of space
Some tiles takes up 2, like snow
The maximum space is 16

Theres ways to make tiles that take 2 only take 1
Which i think newgen (or something within newgen) can do on its own
I used to have some weird way of doing it that i tried to explain to you but it achieves the same thing newgen does
Which you already have


This interested me though, so i did some testing of my own today when i had time
I added 16 tiles with newgen, put down some lava, ran the map, then changed lava to village crops in game
Crops wasnt in my tileset, and when i changed lava to it, it failed and ended up changing to something else that was in my tileset (grass)
Just like how yours was ending up as lava the other day when we played

So i thought maybe you could cheat by having 15 tile types and the 16th as a variable of sorts
So i put down lava in the editor, ran the map, changed it to crops (crops still wasnt in my tile set) and this worked
So now crops is taking the 16th place, so then i changed crops to snow (snow wasnt in the tileset), hoping snow would replace crops as the 16th since the 16th isnt set in the editor anymore
But no, it didnt work, it was changed to dirt (not grass like before, very odd)

So once the game is told 16 tile types your stuck with those 16
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AmAzIn[G]
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PostSubject: Re: too much terrain?   Thu Aug 18, 2011 11:11 am

Pat1487 wrote:
Each tile takes up a certain amount of space
Some tiles takes up 2, like snow
The maximum space is 16

Theres ways to make tiles that take 2 only take 1
Which i think newgen (or something within newgen) can do on its own
I used to have some weird way of doing it that i tried to explain to you but it achieves the same thing newgen does
Which you already have


This interested me though, so i did some testing of my own today when i had time
I added 16 tiles with newgen, put down some lava, ran the map, then changed lava to village crops in game
Crops wasnt in my tileset, and when i changed lava to it, it failed and ended up changing to something else that was in my tileset (grass)
Just like how yours was ending up as lava the other day when we played

So i thought maybe you could cheat by having 15 tile types and the 16th as a variable of sorts
So i put down lava in the editor, ran the map, changed it to crops (crops still wasnt in my tile set) and this worked
So now crops is taking the 16th place, so then i changed crops to snow (snow wasnt in the tileset), hoping snow would replace crops as the 16th since the 16th isnt set in the editor anymore
But no, it didnt work, it was changed to dirt (not grass like before, very odd)

So once the game is told 16 tile types your stuck with those 16

Yeah this is not true.

There are some maps that have 24+ tile sets, including maze 2011 (the one that the word maze is the path) and metastasis. Unprotect either one of those. Actually I'm pretty sure the "Maze" map is unprotected and that's what I used to get more tilesets.
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Pat1487
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PostSubject: Re: too much terrain?   Thu Aug 18, 2011 12:02 pm

MAZE has 16, i just looked
Metastasis has 16 as well
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AmAzIn[G]
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PostSubject: Re: too much terrain?   Thu Aug 18, 2011 12:36 pm

Pat1487 wrote:
MAZE has 16, i just looked
Metastasis has 16 as well

Maybe my memory fails me, but I know you can use more than 16.

There was a map I used to have that had negative space.

It basically said -12 tiles or something, so they went over 16 and +12 so they had like 28 tiles
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Pat1487
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PostSubject: Re: too much terrain?   Thu Aug 18, 2011 6:55 pm

-12 is still 16 tiles
Wc3 counts the space the tile takes
So if you have 16 tiles that all take 2 spaces it would say -16
Since the space is 16 over
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The_Chosen_Oreo
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PostSubject: Re: too much terrain?   Thu Aug 18, 2011 10:24 pm

isnt there a file inside the UI/ directory?

im too lazy too look right now but i think theres that and more..
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AmAzIn[G]
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PostSubject: Re: too much terrain?   Thu Aug 18, 2011 10:37 pm

The_Chosen_Oreo wrote:
isnt there a file inside the UI/ directory?

im too lazy too look right now but i think theres that and more..

Can you edit the UI file to increase the number of tilesets? A lot like how you can increase the cliff sizes to infinite?
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Pat1487
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PostSubject: Re: too much terrain?   Mon Oct 03, 2011 10:33 pm

I know how you can add more tile types if you wanted
But it wouldnt work with terrain based triggering
It would just be an illusion of more tile types

Remember this post: http://tmmm.forumclan.com/t217-how-to-make-and-use-a-custom-tile

Quote :
For more repeating tile variation you can use a 512X256 tga pic, the extra space is used for more repeating tiles

Each one of the extra repeating tiles could be a completely different looking tile, then when you place it you can choose what variation to use for what tile you want to be seen
The edges would need to be the uniform (the yellow, green, and blues in that example) but you could make those generic/modular to work with any of the other alternate types

Each tile can have 18 variations (the 16 extra and the 2 normal ones (the orange and red))
With the 16 tiles you can normally have you can get up to 288 "virtual" tiles
The only downside is triggers that use terrain still can only use 16 tiles, unless theres a way for the trigger to get the tile variation value as well

Oh and having to make all those tiles is a pain to
You might be able to use tiles from the game, but getting them to match up together might be difficult

This idea interests me
I may make a proof of concept, with a map that contains every tile that TFT has (or at least 36 of them), if no one else tries my idea first
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