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Posts from Current questions and answers regarding the map editor.

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In reply to }{0TT@6bI4
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4 years ago
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}{0TT@6bI4
Hello! The absence of objects in Tiles and Objects is related to the appearance of a one-kilobyte index.bin; but if the categories themselves have also disappeared, I can share my XML files with you this evening (although they may also contain plugins for Maya).
In general, I don't have an "empty" index.bin. But the categories have disappeared. To avoid wasting your time, I'll install another copy of the game and extract the XML files from it. Thank you for the explanation!

UPD: I've already solved the problem. A simple reinstallation helped. It's a good thing I managed to copy my work on the videos beforehand. Otherwise, they would have been lost along with the data folder.
In reply to Andrei_21
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4 years ago
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Andrei_21
Basically, I don't have an "empty" index.bin file. But the categories have disappeared. To avoid wasting your time, I'll install another copy of the game and extract the XML files from it. Thank you for the explanation!

UPD: I've already solved the problem. A simple reinstallation helped. Luckily, I managed to copy my work on the videos beforehand. Otherwise, they would have been lost along with the data folder.
This is a drawback of the Tribes of the East. Sometimes there are issues with ground.bin, sometimes with the camera distance, and now this. I never noticed these problems in the original game. Apparently, this is the price to pay for a large number of objects, functions, and so on.
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4 years ago
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Grigory, very often it turns out that these are not bugs, but features. I wouldn't be surprised if one day I find that the camera perspective mode (this is the bug where the camera zooms out and the image stretches at the edges) is turned on/off by a key combination.
In reply to }{0TT@6bI4
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4 years ago
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Okay! I'll use the keyboard and search function to help. I'll look for it tomorrow. And by the way, what I liked about the original game was the ability to create a new ground.bin directly in the editor. Just repaint it.
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4 years ago
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In what way? I didn't quite understand. By the way, I once managed to achieve a situation where there was no terrain at all; any "touch" with the brush would draw a 32x32 cell square with the corresponding terrain.
In reply to Andrei_21
4 years ago
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Hello everyone, I have a question: is there any way to make the town specialization appear randomly on a created map? In the editor, in the town settings, I only found the option to either choose one specific specialization or leave the town without any specialization at all, but I would like to somehow implement the possibility of a random specialization appearing when the game starts.
In reply to TomCat
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4 years ago
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TomCat
Hello everyone, I have a question: is there any way to make the city specialization on a created map appear randomly? In the editor, in the city settings, I only found the option to either choose one specific specialization or leave the city without any specialization at all. I would like to somehow implement the possibility of a random specialization appearing when the game starts.
Hello, you set RandomTown, in the settings, using the spacebar, you go to Random Type and assign it Link Player or Link Town, or you don't touch anything and thus leave it completely random. Yes, indeed - if you simply set, say, a Knight city, it will be without a name, without a biography, and without a specialization.
In reply to Азгалор
4 years ago
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Azgalor
Hello, when placing RandomTown, in the settings, use the spacebar to access Random Type and assign it to Link Player or Link Town, or don't change anything, thus leaving it with full randomness. Yes, indeed - if you simply place, say, a Knight's Castle, it will be without a name, without a biography, and without a specialization.
Thank you for your help! I'll try this option.
In reply to TomCat
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4 years ago
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When creating a video, is it possible to position the camera so that it shows the character directly in the center? Otherwise, everything looks crooked in my videos.
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4 years ago
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Is it possible to assign random units to a city, for example, so that when playing as Inferno, imps are stationed there, and when playing as Haven, peasants are stationed there, and so on?
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4 years ago
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It is possible. At least via script; there is no separate binding line for parameters, so you need to use a script to check the race and set the corresponding stack. For this, it would be good to have a library of all creatures, etc. By the way, Gerter did something similar for BTD_RMS; you can use the ready-made lib and table functions from there smile01
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4 years ago
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Question regarding the map generator. When generating a random map for online play, everything works as expected. However, if you make any changes, you need to send the map to your opponent because the RMG marker is lost. Essentially, you can restore it by changing the "RandomMap" and "RMGMap" values to "true" in the map-tag and map.xdb files within the map. Then, the game loads and starts for everyone, but for some reason, a desynchronization occurs within the game. The turn bar doesn't move, the tavern is displayed incorrectly, and players cannot see each other on the map. I'm wondering if there's a way to bypass this and what the cause of this issue is.
4 years ago
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Good afternoon! I have some questions about the map editor. I'm creating my own map and, as an experiment, I'm changing the settings of some buildings and heroes through Shared (I'm changing the building models to others and changing the hero characteristics). As long as it's in the Maps folder, the changes in the game occur in other maps as well, even though I open these maps in the editor - everything is default there. As soon as I remove the experimental map from Maps, everything starts working normally in all other maps. Here are my questions: 1. Why does the experimental map affect other maps? It's as if I put it in the Mods folder. 2. And is there a way to "isolate" it without removing it from the Maps folder?
In reply to cohopx
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4 years ago
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cohopx
Hello!

Questions about the map editor.
I'm creating my own map and, as an experiment, I'm changing the settings of some buildings and heroes through Shared (I'm changing the building models to others and changing the hero characteristics).
As long as it's in the Maps folder, the changes in the game occur on other maps as well, even though I open these maps in the editor - everything is default there.
As soon as I remove the experimental map from Maps, everything starts working normally in all other maps.

Here are my questions:
1) Why does the experimental map affect other maps? It's as if I put it in the Mods folder.
2) And is there any way to "isolate" it without removing it from the Maps folder?

1) If you change any building on one map, then the same changes will occur on all other maps, because the map becomes a mod (this will always happen).
2) It is not possible to isolate the map. If you need a building with the texture of some tavern, but with different functionality, then the easiest way is to create a new object and use the visual you need, and use scripts to make it work. This way, there will be no impact on other maps.
In reply to Andrei_21
4 years ago
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Andrei_21

1) If you change any building on one map, then the same changes will occur on all other maps, as the map becomes a mod (this will always happen).
2) You cannot isolate the map. If you need a building with a texture from some tavern, but with different functionality, then the easiest way is to create a new object and use the visual you need, and use scripts to make it work. This way, there will be no impact on other maps.

Thank you for the information!

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