Terrainview INI files tab categories

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Snake Man
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Terrainview INI files tab categories

Post by Snake Man » 2009-07-29, 07:49:00 PM

I cleaned up my terrainview.ini file for Korean texture.bin so I decided to post it here, maybe someone has some suggestions.

Terrainview.ini

Code: Select all

# Korea terrainview setup

[Bases]
hbase
hfarmd52
hfarmd53
hfarmd54
hfarmd55
hfarmd56
hfarmd5d
hfarmde8
hfarmde9
hfarmdef
hforr253
hforr254
hforr255
hforr256
hrivr143
hrivr144
hrivr145
hrivr146
hswama53
hswama54
hswama55
hswama56

[Bogs]
hbogsb6

[Bridges]
hfarmd41
hfarmd42
hforr241
hforr242
hrivr131
hrivr132
hswama41
hswama42

[Caps]
hcapsfc
hcapsfe

[Cities]
hbase5d0
hbase5d1
hbase5d2
hbase5d3
hcity

[Coasts]
HCOST
hswama2

[Farm]
hfarmd1
hfarmd6
hfarmd7
hfarmd8
hfarmd9
hfarmda
hfarmdb
hfarmdc
hfarmdd
hfarmde
hfarmdf
hfarme

[Forest]
hbrycf8
hforr21
hforr2b
hforr2d
hhillea
hpadrfa
htreeba

[Lake]
hlakeb8

[Mountain]
hforr20
hftopf0

[Roads]
harnr18
harnr1a
hfarmd3
hfarmd47
hfarmd48
hfarmd4e
hfarmd4f
hfarmd5
hforr23
hforr25
hforr28
hforr2a
hforr2f
hrivr12
hrivr14a
hrivr14b
hrivr14c
hrivr14d
hrivr141
hrivr142
hswama3
hswama51
hswama52

[Road trn]
hcapt
hrivr13
hswama4
hforr244
hforr246
hforr247
hforr248
hforr24b
hforr24d
hforr24e

[Rivers]
hfarmd2
hforr22
hrivr10
hrivr20
hrivr30
hrivr40

[River trn]
hforr24
hrivr11
hrivr50
hswama43
hswama45
hswama4a
hswama4c

[Swamp]
hswama0

[Valy]
hvalybc
hvalybd
Let me know what you think.

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Luk
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Re: Terrainview INI files tab categories

Post by Luk » 2011-03-14, 08:27:47 PM

I have no suggestions, just a question: what is the purpose of this file?
I did not find any info about it in the wiki.

I am interested in it for one reason. I have tried to add a tile-set into the texture.bin + zip + texture directory.
But I see just a portion (cca 2/3) of textures in terrainview tile-palette tab.

if I click:
View → View Tile List: shows a list window with all the known tiles in - I can see ALL my new textures on the list.
But when click
View → View Tile Palette: shows PCX tile palette, BUT 1/3 of textures is not visible. If I try to put invisible texture into the segment manually (via the right click + fill the tile number by hand) I got the red square (unknown texture). But I can see my texture no + texture name on the tile-list!

So I thaught I should perhaps edit my INI file. I just tried to add the name of the first missing texture, but nothing changed...
----------------
Texture.bin looks fine in Monsters terrain editor, even the exported text file looks fine(exporrted texture.bin).
I can use the complete new set in terraineditor. Unfortunally I still use terrain view most of the time...

Thanks
Luk

edit:
I just found this thread:
viewtopic.php?f=26&t=20740
It looks the ini file is for managing textures in the tabs. But still can not understand, why I can see some textures of the same set/name, but not all of them...

Snake Man
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Re: Terrainview INI files tab categories

Post by Snake Man » 2011-03-14, 09:01:30 PM

Luk wrote:what is the purpose of this file?
To put tiles in different tabs.
If I try to put invisible texture into the segment manually (via the right click + fill the tile number by hand) I got the red square (unknown texture).
The tile is missing or has incompatible format, for example not 256 palette etc.
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Luk
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Re: Terrainview INI files tab categories

Post by Luk » 2011-03-14, 09:27:47 PM

The tile is missing or has incompatible format, for example not 256 palette etc.
the palette is exactly the same for all files
all files are also the same in resolution(256x256)
all files are PCX textures

I have seen you dont have just first 5 characters of each set name in your custom ini file. You use the whole filename without extension very often.
for example:

Code: Select all

hfarmd52
hfarmd53
hfarmd54
hfarmd55
hfarmd56
hfarmd5d
I also tried to write down all my missing textures name(8 characters), but it did not helped...
Luk

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Luk
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Re: Terrainview INI files tab categories

Post by Luk » 2011-03-18, 11:22:05 AM

There was a misstake in my texture.bin file - some of the texture names had bad extension.

Luk

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