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briefcase11.png  1.13 Tileset editing [message #358896] Thu, 30 January 2020 03:55 Go to next message
Hawkeye

 
Messages:1984
Registered:October 2005
Location: Australia
I'm about to dive back into map editing for a forthcoming, ambitious 1.13 based mod and wanted to ask a few questions regarding tilesets used in current builds. Some may know I'm familiar with how tilesets work but wanted to double check where files are in some of the more recent unstable builds as things have changed since 7609.

At the moment I currently have unstable 8730 installed as a base, which will no doubt be updated later if need be. This mod will hopefully be for the latest builds.

What I want to ask is;

Is the unstable build still using data from the JA2set.dat as base? (As in the Vanilla folder BINARY DATA)

I take it the latest tilesset data is using the JA2set.dat.xml (Which is in 'Data-1.13' parent folder)

So just to clarify does the unstable use both these files? Or is the old JA2set.dat just obsolete/legacy?

Also looking at the tileset folders in Data (Vanilla), Data-1.13 and Data-UB all contain the extended tilesets from Unfinished Business (tilesets 50-59)
Is there any reason these tiles are duplicated in all three folders? Especially that Vanilla data folder?

I also see there are further empty tileset slots up to #69 in the externalised JA2set.dat.xml so I take it these slots can be used for new, unique tilesets?

Can further tilesets be added past #69?

If a new tileset is created specifically for this new mod, where can I save that data? Do I overwrite the JA2set.dat.xml in the 'Data-1.13' parent folder? Or can it be stored elsewhere, like when Vengeance used it's own Data-Maps-Tiles folder?

Any help with this would be appreciated, and may prove useful to others in the long run.

[Updated on: Thu, 30 January 2020 09:00]



Re: 1.13 Tileset editing [message #358900 is a reply to message #358896] Thu, 30 January 2020 11:09 Go to previous messageGo to next message
Kitty

 
Messages:129
Registered:October 2017
Location: Germany
I can't tell much about the technical stuff involved, but while trying to create an expanded AR for recent builds I did as follows and that kinda worked.

Quote:
Is the unstable build still using data from the JA2set.dat as base? (As in the Vanilla folder BINARY DATA)
It is still used, I created new tilesets and put them into JA2set.dat at BinaryData-Folder of Data-AR (in my case).
The new tileset is fully useable in mapEditor this way.

However,

Quote:
I take it the latest tilesset data is using the JA2set.dat.xml (Which is in 'Data-1.13' parent folder)
some of the new features, like ASD-Helicopter need the JA2set.dat.xml (see description in feature-thread and mod_settings.ini).

So I ended up using both. Meaning I did all the map-working stuff with JA2set.dat in BinaryData and then filled in the used tiles in JA2set.dat.xml.
This seems to be working sofar. Before I realized that newer features needed this I did with JA2set.dat only and haven't even realized it before I stumbled
across the mod_settings description. A test then showed that it (ASD-Helicopter) won't work without the xml.

Quote:
So just to clarify does the unstable use both these files? Or is the old JA2set.dat just obsolete/legacy?
Based on this experience I'd say that both are used. This statement is based on experience alone, I don't know the theory behind it.
That's also based on the ini-setting if xml is used or not. So newer features most likely require this ini-setting to be true.
Probably with setting true, the xml replaces the dat, but to verify this somebody with code knowledge is needed.


Quote:
Also looking at the tileset folders in Data (Vanilla), Data-1.13 and Data-UB all contain the extended tilesets from Unfinished Business (tilesets 50-59)
Is there any reason these tiles are duplicated in all three folders? Especially that Vanilla data folder?
Don't know either.


Quote:
I also see there are further empty tileset slots up to #69 in the externalised JA2set.dat.xml so I take it these slots can be used for new, unique tilesets?

Can further tilesets be added past #69?
Somewhere I read that up to 200 tilests can be used, sadly I can't find it anymore. In AIMAS 100 tilests are used, but that may be a special case, don't know.
For expanded AR I'm currently up to slot 71 and it seems to work. But since it's w.i.p. better take in others knowledge as well.


Quote:
If a new tileset is created specifically for this new mod, where can I save that data? Do I overwrite the JA2set.dat.xml in the 'Data-1.13' parent folder? Or can it be stored elsewhere, like when Vengeance used it's own Data-Maps-Tiles folder?
I put all data into Data-AR folder which should be the highest priority in vfs for AR and this seems to be working.


Hope this is somehow helpful, but like I said only based on my sole experience. If there are people with more knowledge about this, I'll be curious to hear more myself.

Btw, it sounds realy exiting that you plan to do a new 1.13 mod. Looking forward for it.

[Updated on: Thu, 30 January 2020 14:54]




I need more details.

(Didi Hallervorden)
Re: 1.13 Tileset editing [message #358903 is a reply to message #358900] Fri, 31 January 2020 01:28 Go to previous messageGo to next message
Hawkeye

 
Messages:1984
Registered:October 2005
Location: Australia
Thanks, I did notice the comments regarding the JA2setdat.xml after writing this post.

Did you have any issues getting the UB tilesets working? As in switching a map's tileset from Vanilla to UB? Mine crashed, and another developer has had issues, but looking I believe there's some missing tiles. I recall eons ago the extended tilesets required every tile including anything from the GENERIC 00 tileset that wasn't overwritten. I know this is different from how the tileset system works in the original 00-49 tileset, but may mean anything from 50 onward needs more files. I'll see if it works by replacing the ones I see in the xml but are missing in the tileset.

Things are busy in the modding world down here. I've been working on an update to Fight For Freedom, Vengeance is still being tweaked and this new project sounds like it could be a biggie.


Re: 1.13 Tileset editing [message #358904 is a reply to message #358903] Fri, 31 January 2020 06:05 Go to previous messageGo to next message
Hawkeye

 
Messages:1984
Registered:October 2005
Location: Australia
As suspected, it seems the missing Sti's were causing the crash.

At the moment I have only checked tileset 55 POWERPLANT which requires these tiles to work;

newbank
deeplake
weeds_1
roadtile
debrocks
sweeds
miniweed

These should be included with the install if you want others to be able to use the UB tilesets. I suspect the others in 50-59 will have the same issue.

Give me a shout if you want a zip with those files. Depre' might be interested too, if he still visits here.


Re: 1.13 Tileset editing [message #358906 is a reply to message #358904] Fri, 31 January 2020 17:10 Go to previous messageGo to next message
Kitty

 
Messages:129
Registered:October 2017
Location: Germany
Quote:
As in switching a map's tileset from Vanilla to UB?
I haven't tried it this way. But maybe I misunderstood, you are going to switch Vanilla to UB or UB to Vanilla?

Quote:
I recall eons ago the extended tilesets required every tile including anything from the GENERIC 1 tileset that wasn't overwritten
My assumption is, that the game first reads the tileset.slf specified in "Libaries" in vfs-config.ini, then the ones specified in "DataPaths" in vfs-config.ini.
Where the Tileset-Folders in the DataPaths-Folders overwrite each other in order given in vfs-config.

In standard 1.13 the Path for Data-UB is not included in this DataPaths, if you look into vfs-config for UB-113 the UB and UB-113-Folders are included (but Data-UB-113 doesn't contain any tilesets)
and Data-UB-Folder (which contains the complete UB-tilesets) has the highest priority, if I'm not mistaken.

The 50+ Tilests in Data-113 are not the complete UB-tilesets and I honestly have no idea why they are even included in Data113\tilesets since no vanilla-map is using those tilesets
and when UB is played the tilesets are used from Data-UB\tilesets.

Since Folder 50 in Data-113\tilesets is incomplete, it will miss the stuff you mentioned and maybe even more. The sti-files you mentioned are normally included in Generic 1, I extracted the Data\tilesets.slf and they are in Folder 0. They are also included in Data-UB\tilests\50 (allready extracted). But since vanilla-113 doesn't call for Data-UB in vfs-config, files will be missing.

Folder 50 (Mountain Snow) also seems to be the default tileset for Folders 51-59 at least. From 60 on map-editor is spelling Genric 1 as default again. But I haven't paid much attention to this,
so better take this as a little vague. It's more a faint memory and quick peak into map-editor then solid testing.

For the missing sti-files you might can change vfs-config of your mod to include the UB-tilesets this way, but that may also overwrite stuff it shouldn't or create a new folder with complete UB-tilesets
and include it in vfs-config. Or copy stuff from Data-UB\tilests into Data\yourMod\tilesets. Given your experience you might know better then me how to implement stuff, but that's what I would try to do.
As far as I know, all the vfs-related stuff is the same for stable and unstable versions, should be just like you know from VR.

In my case, I just left all the UB-stuff untouched (I recall to have read you did the same for VR, that's why I decided not to mess with those happy ). I simply started adding new tilests from Folder 60 onwards and when I felt like I need snow, generators or sewers I just put the according files from UB into my new tilesets. Sofar I haven't experience any crashs are odd stuff with tilesets 60+.

If dealing with basements, keep initunderground.lua and undergroundsectornames.lua in mind. Those can also cause some issues, took my a while to fix AR-secret sectors/passages which are partly underground (besides the map-editor work).

I don't know if this realy comparable, but in AIMAS-bigmaps there are 100 tilests used and the Folders 50-59 are also completly replaced. But tilesets for bigmaps might be special case.

When I finally give the plain update for AR a go, I will return to the more expanded version of the AR-update, then I will be deeper in the matter of extra added tilesets again and will keep this in mind.

Besides proving my tendencies for rambling, I hope to also have provided some helpful information.

[Updated on: Fri, 31 January 2020 18:50]




I need more details.

(Didi Hallervorden)
Re: 1.13 Tileset editing [message #358907 is a reply to message #358906] Sat, 01 February 2020 06:08 Go to previous messageGo to next message
Hawkeye

 
Messages:1984
Registered:October 2005
Location: Australia
Thanks, there seems to be a number of variables there. Perhaps the VFS system is clouding things a little.

Basically, I was looking at if I wanted to use the UB tilesets for a Vanilla map. Currently out of the box if I load Omerta then choose one of the UB tilesets from the Cactus tree icon to replace it's existing tileset the editor will crash, this is because it doesn't have all the necessary .sti's in those tileset folders. And like you say it gets more confusing that currently we have UB tiles in all three folders, (Data, Data-1.13 and Data_UB.)

At the moment it's not a huge issue, but will confuse others starting from scratch, I'm sure.

So far this new mod is using around 100 tilesets too, something I wasn't aware of that was possible but Vengeance did things differently or had more limitations back then. Previous mapper has had issues with UB tilesets though.

Vengeance in fact did overwrite UB tiles, we had no need for snow, so our custom tilesets overwrote a few of the UB tilesets, no issues. My tileset guidelines originally suggested not messing with the 00 Generic tileset as it will have a knock-on effect for others, which may be what you were thinking of. You still can edit it, but it's not recommended unless you really have to, or really know what you are doing.


Re: 1.13 Tileset editing [message #358908 is a reply to message #358907] Sat, 01 February 2020 12:07 Go to previous messageGo to next message
silversurfer

 
Messages:2632
Registered:May 2009
Hawkeye wrote on Sat, 01 February 2020 05:08
Thanks, there seems to be a number of variables there. Perhaps the VFS system is clouding things a little.

Basically, I was looking at if I wanted to use the UB tilesets for a Vanilla map. Currently out of the box if I load Omerta then choose one of the UB tilesets from the Cactus tree icon to replace it's existing tileset the editor will crash, this is because it doesn't have all the necessary .sti's in those tileset folders. And like you say it gets more confusing that currently we have UB tiles in all three folders, (Data, Data-1.13 and Data_UB.)
I don't know how tilesets work but couldn't you do it like WF maps did it? There all the required files are in the "Data-WildFire6.07\tilesets" folder, a single place with everything the mod needs.



Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MOD

Re: 1.13 Tileset editing [message #358909 is a reply to message #358907] Sat, 01 February 2020 16:03 Go to previous messageGo to next message
Kitty

 
Messages:129
Registered:October 2017
Location: Germany
Quote:
Currently out of the box if I load Omerta then choose one of the UB tilesets from the Cactus tree icon to replace it's existing tileset the editor will crash, this is because it doesn't have all the necessary .sti's in those tileset folders
I'm using the program "ja2tse110" for editing the ja2set.dat. In the readme of this I found this:

"On the left side of the screen is a box which displays the tilesets. To change the name of a tileset double click on it. You will see that tilesets 1 through 49 originate from tileset 0 which means that the empty entry's (in the box on the right) are replaced by the entry's from tileset 0 by the game. When handling a JA2SET.DAT file from UB you will see that the same thing happens for entry's above 49; tilesets 51 through 69 originate from tileset 50"

That's what I meant with this:

Quote:
Folder 50 (Mountain Snow) also seems to be the default tileset for Folders 51-59 at least. From 60 on map-editor is spelling Genric 1 as default again
Like you see, I'm not 100% sure about this. The readme stated that 51-69 originate from folder 50. But when I use map-editor to open my map with tileset 60 and do a mouseover on generic, a.k.a. empty entries in ja2set.dat, the map-editor shows "from DEFAULT GENERIC 1" on top and not "HEAVY SNOW" like it should when the readme is right. On map, the crates, which I didn't replace, are the wooden ones and not the snow-covered ones, so I assumed it realy is from Generic 1. But yes, there are a still lot of questionmarks popping up above my head.

In most parts the files in Folder 0 and Folder 50 are identical, my suggestion would be that the files stored in Folder 50 in Data113\tilesets are the ones that differ, the ones specific for UB (a bunch of them has the prefix "2" for e.g.). But I haven't compared them in detail and that still gives me no hint why they are stored there in first place.

What I'm trying to say is, that the folder 50 seems, to some degree, seems to act like default folder 0 for the folders above 50. But my visual reference for this, map-editor, doesn't seem to act this way (at least from 60 onwards).
Since it's a cold, rainy weekend over here I'll do some testing later on, this is starting to make me curious and would allow me to use those slots as well in future. shy
I also will look into Generic 2 since I'm curious why it is also called Generic? Just some sloppy copy-paste naming by the developers or is this one feeding files as well?
Also, the wording "When handling a JA2SET.DAT file from UB" kinda puzzles me, none of us is using precisly the Ja2set.dat from UB . Might just be the wording, but maybe more.

----------------

Silversurfer:
Quote:
I don't know how tilesets work but couldn't you do it like WF maps did it? There all the required files are in the "Data-WildFire6.07\tilesets" folder, a single place with everything the mod needs.
I support Silversurfer on this, seems to be less pain then doing changes to vfs.

Like in

Quote:
Or copy stuff from Data-UB\tilests into Data\yourMod\tilesets
If you try to copy the content of folder 50 from Data-UB \tilesets into folder 50 of Data-NewMod\tilesets, in theory, this new folder 50 then should act as Default for empty entries in ja2set.dat for folders 51-59. And since it contains the sti-files you mentioned this should be working. My assumption so far is, that any other folder then 51 to 59 is feeded by Generic 1, maybe my later testing can provide a more solid statement.

------------

For vfs you may wan't to ask sevenfm, he did some astonishing stuff with libary-Paths and DataPaths in his modpack that went beyond what I've seen in other mods.

-----------

Also, regarding general work on your new mod, if you are doing this for newest builds I can tell from experience that you will have to deal with a bunch of lua-files (content for hacking, reading and placements of script-added personal like radar technicans, secretaries, merchands, bountyhunters for new maria/angel-quest,blackmarket-intel-dealer etc.) and the xml-files those lua-files are connected to. Otherwise for pc's you'll only get "xy starts hacking" and no action is happening (and it has to be done for each and every pc you placed on map you wish to have content for), and the placements will be all over the place on changed maps, ranging from annoying places to breaking places and so on. So it is more then just the underground-luas I mentioned. Yesterday I started to update some comments in my lua-files for AR to tell others what I did and why.


Quote:
At the moment it's not a huge issue, but will confuse others starting from scratch, I'm sure
Since I am one of those starting from scratch, I can absolutely verify this. And this is just the peak of an iceberg I'm facing since starting happy

-----------

I'll give feedback on my testing.

[Updated on: Sat, 01 February 2020 16:47]




I need more details.

(Didi Hallervorden)
Re: 1.13 Tileset editing [message #358928 is a reply to message #358908] Tue, 04 February 2020 06:58 Go to previous messageGo to next message
Hawkeye

 
Messages:1984
Registered:October 2005
Location: Australia
Quote:

I don't know how tilesets work but couldn't you do it like WF maps did it? There all the required files are in the "Data-WildFire6.07\tilesets" folder, a single place with everything the mod needs.
I'm not familiar with Wildfire, Silver, though Vengeance had it's own data maps tiles folder. Though a single folder in one place for tilesets sounds good I think it might be more difficult to narrow down an issue if there is a bug in one particular tileset. It seems there' a few ways of doing things these days which I'm still evaluating.

[Updated on: Tue, 04 February 2020 07:27]



Re: 1.13 Tileset editing [message #358986 is a reply to message #358928] Mon, 10 February 2020 17:39 Go to previous messageGo to next message
Kitty

 
Messages:129
Registered:October 2017
Location: Germany
@Hawkeye


https://ja2svn.mooo.com/source/ja2/trunk/Documents/1.13%20Modding/How%20it%20works/JA2%20UB%20Tilesets.png


Regarding UB-tilesets replacing JA2-tilesets, I found this

Toggle Spoiler


From

Wanne-UB-Tilesets



Apparently this has made it into trunk-Data-113\tilesets at some point in time. At least, that would explain why UB-tilesets are at this place too.

[Updated on: Mon, 10 February 2020 17:42]




I need more details.

(Didi Hallervorden)
Re: 1.13 Tileset editing [message #358987 is a reply to message #358986] Mon, 10 February 2020 18:15 Go to previous messageGo to next message
Stavian

 
Messages:109
Registered:February 2019
Location: Philly/DC
Kitty,

Thank you! Any idea how to do this step: Maps created with the UB editor or original UB campaign maps need to be
converted to JA2 format first.

That has been the part that has been kicking my butt. I would like to look at the maps that are UB and see what they have and such but I cannot get them to open in editor. Even if I have/or think I have all the tile-sets.

Stavian
Re: 1.13 Tileset editing [message #358998 is a reply to message #358987] Tue, 11 February 2020 06:13 Go to previous messageGo to next message
Hawkeye

 
Messages:1984
Registered:October 2005
Location: Australia
Yes, the UB tiles added by Snap many years ago was what I was familiar with and what Vengeance used as a base. There is still the issue that you can't use these in 1.13 out of the box. Some tiles are missing that are defined in the xml. I found if I traced those missing files and added them the editor will no longer crash when reassigning/swapping a tileset.


Re: 1.13 Tileset editing [message #358999 is a reply to message #358998] Tue, 11 February 2020 06:24 Go to previous messageGo to next message
Stavian

 
Messages:109
Registered:February 2019
Location: Philly/DC
I cannot even get some UB maps to even open to try to swap a tile set. There are some maps that are saved in the JA2 Storage site that have interesting names or write-ups and I would like to look and see if I can use them as some of these probably have not been used in a long time. If ever for some.
Re: 1.13 Tileset editing [message #359000 is a reply to message #358999] Tue, 11 February 2020 08:13 Go to previous messageGo to next message
Hawkeye

 
Messages:1984
Registered:October 2005
Location: Australia
They probably won't open for the same reason, Stavian. If the tileset folder doesn't have all of the STI's that the xml references, the editor will crash. This may well have something to do with the using tileset 50 as a base that Kitty mentioned before.

If you think you may want to use some UB maps or UB tilesets, I can pass on the sti's you need for your mod.


Re: 1.13 Tileset editing [message #359001 is a reply to message #359000] Tue, 11 February 2020 11:50 Go to previous messageGo to next message
Kitty

 
Messages:129
Registered:October 2017
Location: Germany
Stavian wrote on Tue, 11 February 2020 06:24
I cannot even get some UB maps to even open to try to swap a tile set. There are some maps that are saved in the JA2 Storage site that have interesting names or write-ups and I would like to look and see if I can use them as some of these probably have not been used in a long time. If ever for some.
I putted the Folders "Tilesets" (50-59) and "Binary Data" (there is an ja2set.dat inside) (both from my link above) inside my JA2-Main-Folder\Profiles\UserProfile_JA2113, then I created a folder "maps" inside this Profile-Folder as well. From my original UB I unpacked the "maps.slf" to get the original maps. Those maps went into the mentioned "maps"-Folder.

Then I openend the Ini-Editor and choose "vfs_configJA2113.ini", "Data-113\JA2_options.ini and as starting exe "JA2_8741_Editor.exe". Editor and Game Resolution both 1024x768 and "PlayIntro" = false.
Then Start and the Editor opens up. With "Load" in Editor loaded maps from "Player Directory" (the first one that can be chosen).

I tested with Ini-settings "Use xml tilesets only" True and False, and strangly both worked. When I compared the maps ingame they looked different depending on this ini-setting, but Editor was fine. You just won't see the changes the xml makes before you go ingame. Another reason to keep the same content in both, if one prefers Editors visual feedback for map-creating.

Maps can be loaded, Editor functional and tilesets can be changed - including giving standard 1.13-maps an UB-tileset(this looks bad, better start a new one from scratch with UB-tileset if you want).

I tested this with other UB-maps as well and it works for me.

Why did I put it in "Profiles"? Because in the vfs_config for 1.13 this folder has the highest priority (and I must not overwrite and delete stuff in Game-Folders while testing).
Later on, when your mod is ready, it will have the second most priority in vfs, only topped by the UserProfile_YourMod, and so this should work for it as well.
I tested this also in Data-113 , same result.


For most maps I tested, it wasn't nescessary to convert them at all. Only a few fan-made maps crashed my Editor first, those I converted with a tool I found on a german website JaggedAlliance 2 Basis. There are other old but useful tools as well.

But since it is in german here is the direct-download-link to the tool: Mapconverter

It didn't run on my Win10 so I had to use my Win7 for this. It's pretty selfexplaining and has an readme in english.

If you like to, here you can take a look what happened to the maps with standard 1.13 Ja2set.dat and how this improved with the JA2set.dat from the link in my former post (Wanne-UB-Tilesets)

Screenshots Editor with two different ja2set.dat (Dropbox)


Like Hawkeye said, there are probably still some sti-files missing inside the JA2set.dat that are in JA2setdat.xml. That has to be compared and filled in to make it fully useable.

But for your purpose, to simply watch the tons of UB-maps and choose what might be useful, my method should be working, I guess.

[Updated on: Tue, 11 February 2020 12:59]




I need more details.

(Didi Hallervorden)
Re: 1.13 Tileset editing [message #359002 is a reply to message #358998] Tue, 11 February 2020 12:36 Go to previous messageGo to next message
Kitty

 
Messages:129
Registered:October 2017
Location: Germany
Hawkeye wrote on Tue, 11 February 2020 06:13
Yes, the UB tiles added by Snap many years ago was what I was familiar with and what Vengeance used as a base. There is still the issue that you can't use these in 1.13 out of the box. Some tiles are missing that are defined in the xml. I found if I traced those missing files and added them the editor will no longer crash when reassigning/swapping a tileset.
When I used those tilesets with the ja2set.dat they come with it worked. As I wrote in my example, I used the Profile.Folder for ease of testing. But when replacing the tilesets in Data-113\tilesets with those and adding the ja2set.dat to Data-113\BinaryData it worked for me as well. But I still have to compare dat and xml to make sure nothing is missing, which I kinda doubt. In standard 113-ja2set.dat "Mixed Snow" didn't have a single GroundTexture defined, for e.g.



I need more details.

(Didi Hallervorden)
Re: 1.13 Tileset editing [message #359004 is a reply to message #359002] Tue, 11 February 2020 16:22 Go to previous messageGo to next message
Stavian

 
Messages:109
Registered:February 2019
Location: Philly/DC
Thank you and I will try more later on to see. I must have something off and there are still some maps not opening. Can someone try to open maps from Shared JA_2 Maps Kaerar? I am unable to open any of the maps and get a crash when I try. Thank you!
Re: 1.13 Tileset editing [message #359005 is a reply to message #359004] Tue, 11 February 2020 17:09 Go to previous messageGo to next message
Stavian

 
Messages:109
Registered:February 2019
Location: Philly/DC
I was able to open them. That converter has opened a lot of new maps to look at thank you!
Re: 1.13 Tileset editing [message #359018 is a reply to message #359005] Wed, 12 February 2020 17:57 Go to previous messageGo to next message
Kitty

 
Messages:129
Registered:October 2017
Location: Germany
Anybody else who wants to try the Mapconverter after stumbling across this thread, but feels unease with my user-provided link, can be relieved.

Look at the Bear's Pit Mainpage, under

Download Repositories

you'll see

Kermi's FTP (Mirror)-Alternate UE mirror for now defunct Kermi's FTP repo..

If you open Kermi's FTP-Link and go to Shared\JA_2\Modding_Tools you'll find a bunch of tools for modding JA2.

Since most of them lack any description before you download them, it's hard to find out what purpose they serve.
If you want to try some modding this is worth a look anyway, personally I consider some of the tools rather essential
for JA2-modding.

So, if you see a file named "UB-mapimport.zip" the naming only gives a vague hint that this might be a mapconverter,
unless you allready know or, after download, opened the readme.

Readme-Mapconverter:

Toggle Spoiler


Now you know and could read the readme beforehand and can download "UB-mapimport.zip" from the Bear's Pit to get the mapconverter ( JA2-maps>UB-maps, UB-maps>JA2-maps).


It's the same file as from the german link I provided above, just a different download location.

[Updated on: Wed, 12 February 2020 18:07]




I need more details.

(Didi Hallervorden)
Re: 1.13 Tileset editing [message #359021 is a reply to message #359018] Wed, 12 February 2020 20:40 Go to previous message
Stavian

 
Messages:109
Registered:February 2019
Location: Philly/DC
The map converter has been amazing and has opened up some very interesting nuggets. Thanks Kitty!
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