Rules for creating *. THR and editing texture.bin?
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How sure r u that thr is still used in BMS?
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The final rules that I used to create POH.thr.
I create two texture.bin.
*** ONE TEXTURE.BIN I’LL USE TO CREATE THE THR FILE:**- RULE 1: SETS: Only need to define set types as plain.
- RULE 2: MIXED TILE SETS: for building the THR use only plain type for mixed tile sets
- RULE 2: ROAD PATHS: any tile with a road should have a road path in it, the path shape doesn’t matter for battalion movement as they will move in the center of the tile anyway, but if you draw it to match closely to the texture you will have accurate AG radar picture of the paths which is nice.
- RULE 3: RIVER PATHS. In river tiles river paths should follow the texture.
- RULE 4: BRIDGES: In tiles with rivers and bridges you should have the river path and a bridge path in the correct location. Bridges should be placed in the center of the tile because that’s where the vehicles will be in the 3D world. If they are not in the center I believe units will still cross the river as long as the bridge objectives isn’t destroyed, but they will move over water visually… During campaigns / TE falcon looks for a bridge objective in this tile and if the bridge is not destroyed battalions will cross it.
- RULE 5: TERRAIN EDITOR: Terrain editor is fine for creating THR, no need for pathmaker.
- RULE 6:In the thr, in plain set (result of my investigations):
-The river textures are displayed as blocks of water
-the road textures are displayed as road blocks
-if there are roads and rivers are shown as road blocks
-All other textures of the set will be displayed as plain blocks
*** ONE TEXTURE.BIN I’ILL USE TO INCLUDE IN THE ARCHIVES OF THE THEATER:**
- RULE 7: DEFINE WATER SETS: When THR is created, Then I define sets without rebuilding the thr. I guess I have only to define sets of water (water if a set contains any tile with water). The remaining sets will be plain. Plain or water sets: Other set types aren’t used by BMS.
- RULE 8: AREAS INTO PLAIN SETS: REMOVE ALL sub area data inside each tile
- RULE 9: AREAS INTO WATER SETS: Regarding areas only ‘plains’ type is needed in water sets
- RULE 10: AREAS VS TREES: MAYBE in the future forests too for trees autogen.
-Brush (Small bushes/grass)
-Thin Forrest (Small trees)
-Thick Forrest (Large trees)
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How sure r u that thr is still used in BMS?
And how sure are you that it is not???
Delete it and find out…;)!!!demer
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The only thing I found out is that:
Airbase next to water (ground and water on the same tiles). Tileset declared water.If I don’t set areas when taxiing if I get off the 3d object thus taxiway or runway I hear the bloom and explode.
If I declare water and plains area on the tile then when I get off the taxiway or runway aircraft doesn’t explode.This could be a solution so to damage the aircraft when u get off runway… hmmm.
Other then that as ground units concerning they still travel inside water and on the runway. Didn’t test ships as I did way back.
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Hi Guys,
I realize this is a very old thread but if any of you is still around; in what units are the coordinates of the areas (x, y, and radius) given in??
Thanks.
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What are you trying to accomplish?? I’m don’t understand exactly what you are asking!!
C0
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So, im trying to make sense of the numbers in the *.BIN file. From the perl scripts over at http://tactical.nekromantix.com/ i got the structure of the file. Each tile has a set of areas and a set of paths. The areas on the tiles have 4 numbers associated with them. the first is an integer with the area type, the second is a float representing the radius, the third is a float for the x coordinate, and the fourth is a float for the y coordinate. What i want to know is what is the units of these last 3 measurements (radius, x, and y) are as they don’t appear to be in pixels (the tile owns coordinates) because they have rather large numbers, in some instances grater than the tile’s dimensions.
Hope this clarifies what i’m looking for
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If it helps every tile is x=1000 meters y=1000 meters.
Sent from TapaTalk
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It helps; however, the numbers are still above 1000. Here for a little more context are the areas in one particular tile: HFARMH5C.DDS; the numbers are in the following format: (type: rad, cX, cY)
7: 183.22702, 1012.44293, 3030.9324
7: 176.13339, 2063.3408, 2608.0115
7: 320.26636, 332.765, 506.35507
7: 244.84515, 237.09071, 628.7299
7: 218.24489, 237.09071, 3107.827
7: 156.41449, 2973.2612, 2127.8245
7: 210.19444, 2954.0237, 2499.0774
7: 193.72612, 3133.4585, 2838.6956 -
Maybe they are in feet instead of meters?
which looks ok for me… your biggest there is 3133.4585 which is 955,0781508 meters… which looks ok.
Falcon in general uses feet… I don’t know how and why the tile size was in km and not mile for instance.So if your numbers all are bellow 3280.84 then I believe the mystery is solved.
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Alright. Thanks Arty. It turns out the measurements are in feet and need to be converted to meters (as you suggested). I checked it against a couple of tiles that had roads on them to be sure and attached a picture of one of them here. Also, the origin is on the bottom left corner of the image, cX (see above post) is along the vertical direction, and cY is along the horizontal.