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TMP files are terrain files used in {{ts}} through {{yr}}. They constitute the solid, mostly indestructible terrain upon which [[TerrainTypes|every]] [[OverlayTypes|other]] [[TechnoTypes|game object]] is layered. TMPs come in various shapes, each comprised of one or more [[#tiles|tiles]]<ref>Confusingly, both TMPs and the tiles that make up a TMP file are both referred to as "tiles" in different contexts</ref>. Furthermore, TMPs are divided into [[#TileSets|tilesets]], which define certain attributes that each TMP in the set should have.
TMPs or template files are terrain files used in {{ts}} through {{yr}}. They constitute the solid, mostly indestructible terrain upon which [[TerrainTypes|every]] [[OverlayTypes|other]] [[TechnoTypes|game object]] is layered.


TMP files use the same theater-specific file extensions as [[TerrainTypes]]: .tem, .sno, etc.
TMP files use the same theater-specific file extensions as [[TerrainTypes]]: .tem, .sno, etc.


The maximum tile size of a TMP file is 10x10 tiles.
==Tiles==
Each TMP file holds one terrain piece called '''tile'''. Tiles come in various shapes, each comprised of one or more [[cells]]{{fnl|1}}.


==Tiles==
Each tile cell has a normal image that covers the cell shape, plus an optional "extra" image perpendicular to the normal image. This extra image is essential for creating the illusion of a 3D-environment, as it allows for hiding terrain and objects behind it, thus creating a sense of depth, or the filling of space between cells at different height levels.
 
In addition to graphics, each tile cell has several parameters encoded that specify characteristics such as [[Height#In_Maps|height]], [[LandTypes|land type]] and slope type.


Tiles are the diamond-shaped (within 48x24 pixels for TS and 60x30 pixels for RA2), single-[[cell]] pieces that make up a TMP file. Each tile is composed of a normal image that covers the cell shape, plus an optional "extra" image perpendicular to the normal image. This extra image is essential for creating the illusion of a 3D-environment, as it allows for hiding terrain and objects behind it, thus creating a sense of depth, or the filling of space between tiles at different height levels.
Furthermore, tiles are divided into [[TileSets|tile sets]], which define certain attributes that each tile in the set should have.


In addition to graphics, each tile has several parameters that specify characteristics such as [[Height#In_Maps|height]], [[LandTypes|land type]] and slope type.
The maximum tile size is 10x10 cells.


==File Format==
==File Format==


A TMP file consists of two header parts, the file header and tile headers.
A TMP file consists of two header parts, the file header and tile cell headers.


  struct FileHeader
  struct FileHeader
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  };
  };


Following the file header is an index of pointers to each tile header.
Following the file header is an index of pointers to each tile cell header.


  struct TileHeader
  struct TileCellHeader
  {
  {
  signed int TileX; // tile offset
  signed int X; // tile cell offset
  signed int TileY;
  signed int Y;
  unsigned int ExtraDataOffset;
  unsigned int ExtraDataOffset;
  unsigned int ZDataoffset;
  unsigned int ZDataoffset;
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  BYTE padding[3];
  BYTE padding[3];
  unsigned char Height;
  unsigned char Height;
  unsigned char LandType; // see [[LandTypes]]
  unsigned char LandType;
  unsigned char SlopeType;
  unsigned char SlopeType;
  RGB TopLeftRadarColor;
  RGB TopLeftRadarColor;
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  BYTE padding2[3];
  BYTE padding2[3];
  };
  };
  RGB  
  struct RGB  
  {  
  {  
   unsigned char Red;  
   unsigned char Red;  
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=== Explanation ===
=== Explanation ===


'''Block''' is the size of a tile canvas. Its size is in practice fixed in each game: 48x24 pixels for TS and 60x30 pixels for RA2.
* '''Block''' is the size of a tile cell canvas. Its size is in practice fixed in each game: 48x24 pixels for TS and 60x30 pixels for RA2.
 
'''Z-Data''' contains the information for layering the graphics.
 
'''Bitfield''' - The 3 least significant bits out of the 8 bits are used as 0/1 flags for HasExtraData, HasZData and HasDamagedData respectively. Game checks these bits to process the extra-data or z-data or the damaged logic. If HasExtraData/HasZData bits are set to 0, game won't use its respective extra-data or z-data even if present. If the HasDamagedData bit is set to 0, game randomizes the tiles from its variants if present. Variants have filenames like clear01.tem, clear01a.tem, ... clear01g.tem. HasDamagedData bit is set to 1 for bridges, so that its tiles are not randomized. The remaining leading 5 bits out of the 8 bits are not used irrespective of the values present in those. For example, a byte value of 0xCB or 0x03 or 0x83 or 0x4B, all have the same result of binary xxxxx011 which means HasDamagedData bit is not set, HasZData bit is set and HasExtraData bit is set.
 
'''LandType'''<ref>Sometimes referred to as terrain type (not to be confused with [[TerrainTypes]])</ref> - Numbering used for land characteristics. 0, 1 or 13 is used for Clear. Ice uses 0 to 4. Tunnel is 5. Railroad is 6. Rock uses 7 or 8 (15 is also used as rock in cliff tiles). Water is 9. Beach is 10. Road uses 11 or 12. Rough is 14. Cliff is 15. Wall, Tiberium and Weeds don't have numbers but are processed based on its overlay placed on the cells.


'''Radar colors''' - The top-left radar color and bottom-right radar color being different, enhances the demarcation in the minimap where the adjacent tiles/terrain change in the map. These also give a sense of the light source being at top-left in the minimap.
* '''Z-Data''' contains the information for layering the graphics.


'''Padding''' bytes are used as fillers, could have any value, typically assigned with 0xCD in original game tiles.
* '''Bitfield''' - The 3 least significant bits out of the 8 bits are used as boolean (0/1) flags for three tile cell attributes: <tt>HasExtraData</tt> (least significant), <tt>HasZData</tt>, and <tt>HasDamagedData</tt> respectively. The game checks these bits to process the extra-data or z-data or the damaged logic. If <tt>HasExtraData</tt>/<tt>HasZData</tt> bits are set to 0, the game won't use its respective extra-data or z-data even if present. If the <tt>HasDamagedData</tt> bit is set to 0, the game randomly picks the tile cell from one of the TMP variant files, if present. These variants are identified by a single character suffix (from A to G) at the end of the filename, e.g. clear01.tem, clear01'''a'''.tem, clear01'''b'''.tem etc. <tt>HasDamagedData</tt> bit is set to 1 for bridges, so that the bridge tiles are not randomized. The remaining leading 5 bits out of the 8 bits are not used irrespective of the values present in those. For example, a byte value of 0xCB or 0x03 or 0x83 or 0x4B, all have the same result of binary xxxxx011 which means <tt>HasDamagedData</tt> bit is not set, <tt>HasZData</tt> bit is set and <tt>HasExtraData</tt> bit is set.


The actual tile and extra graphics are encoded after the tile header.
* '''[[LandTypes|LandType]]'''{{fnl|2}} - Numbering used for land characteristics. 0, 1 or 13 is used for Clear. Ice uses 0 to 4. Tunnel is 5. Railroad is 6. Rock uses 7 or 8 (15 is also used as rock in cliff tiles). Water is 9. Beach is 10. Road uses 11 or 12. Rough is 14. Cliff is 15. Wall, Tiberium and Weeds don't have numbers but are processed based on their overlay placed on the cells.


For older documentation reference, see [http://xhp.xwis.net/documents/TMP_TS_Format.html TMP documentation].
* '''Radar colors''' - The top-left radar color and bottom-right radar color being different, enhances the demarcation in the minimap where the adjacent tiles/terrain change in the map. These also give a sense of the light source being at top-left in the minimap. Compare to the unused [[LowRadarColor]] and [[HighRadarColor]].


==TileSets==
* '''Padding''' bytes are used as fillers, could have any value, typically assigned with 0xCD in original game files.


TileSets define certain characteristics to a group of TMP files, such as [[AllowTiberium|whether Tiberium/ore can grow on the tiles]], or whether they can be [[Morphable|deformed]] or [[AllowBurrowing|burrowed through]]. Each TileSet has its own section in the [[Terrain_Control_INI_files|theater control file]].
The actual tile and extra graphics are encoded after the tile cell header.


A TileSet has a practical limit of 99 TMPs.
For old, potentially outdated documentation reference, see [http://xhp.xwis.net/documents/TMP_TS_Format.html TMP documentation].


Check [[IsoMapPack5]] to know how the tiles are stored in TS/RA2 maps.
==See Also==
* [[IsoMapPack5]] how tiles are stored in maps.


==Footnotes==
==Footnotes==
<references/>
{{fn|1|Confusingly, these cells sometimes referred to as "tiles". This is especially true in {{td}} and {{ra}}, where a [[TileSets|tileset]] refers to what [[#tiles|tile]] does here (a collection of cells).}}
{{fn|2|Sometimes referred to as terrain type (not to be confused with [[TerrainTypes]])}}


[[Category:General_Editing_Information]] [[Category:Map_Information]]
[[Category:General_Editing_Information]]


[[Category:File Formats]]
[[Category:File Formats]]

Latest revision as of 06:43, 20 April 2022

TMPs or template files are terrain files used in Tiberian Sun through Yuri's Revenge. They constitute the solid, mostly indestructible terrain upon which every other game object is layered.

TMP files use the same theater-specific file extensions as TerrainTypes: .tem, .sno, etc.

Tiles

Each TMP file holds one terrain piece called tile. Tiles come in various shapes, each comprised of one or more cells1.

Each tile cell has a normal image that covers the cell shape, plus an optional "extra" image perpendicular to the normal image. This extra image is essential for creating the illusion of a 3D-environment, as it allows for hiding terrain and objects behind it, thus creating a sense of depth, or the filling of space between cells at different height levels.

In addition to graphics, each tile cell has several parameters encoded that specify characteristics such as height, land type and slope type.

Furthermore, tiles are divided into tile sets, which define certain attributes that each tile in the set should have.

The maximum tile size is 10x10 cells.

File Format

A TMP file consists of two header parts, the file header and tile cell headers.

struct FileHeader
{
	unsigned int BlockWidth; // size in blocks
	unsigned int BlockHeight;
	unsigned int BlockImageWidth; // size of each block
	unsigned int BlockImageHeight;
};

Following the file header is an index of pointers to each tile cell header.

struct TileCellHeader
{
	signed int X; // tile cell offset
	signed int Y;
	unsigned int ExtraDataOffset;
	unsigned int ZDataoffset;
	unsigned int ExtraZDataoffset;
	signed int ExtraX; // extra image offset
	signed int ExtraY;
	unsigned int ExtraWidth;
	unsigned int ExtraHeight;
	unsigned char Bitfield;
	BYTE padding[3];
	unsigned char Height;
	unsigned char LandType;
	unsigned char SlopeType;
	RGB TopLeftRadarColor;
	RGB BottomRightRadarColor;
	BYTE padding2[3];
};
struct RGB 
{ 
 	unsigned char Red; 
 	unsigned char Green; 
 	unsigned char Blue; 
};

Explanation

  • Block is the size of a tile cell canvas. Its size is in practice fixed in each game: 48x24 pixels for TS and 60x30 pixels for RA2.
  • Z-Data contains the information for layering the graphics.
  • Bitfield - The 3 least significant bits out of the 8 bits are used as boolean (0/1) flags for three tile cell attributes: HasExtraData (least significant), HasZData, and HasDamagedData respectively. The game checks these bits to process the extra-data or z-data or the damaged logic. If HasExtraData/HasZData bits are set to 0, the game won't use its respective extra-data or z-data even if present. If the HasDamagedData bit is set to 0, the game randomly picks the tile cell from one of the TMP variant files, if present. These variants are identified by a single character suffix (from A to G) at the end of the filename, e.g. clear01.tem, clear01a.tem, clear01b.tem etc. HasDamagedData bit is set to 1 for bridges, so that the bridge tiles are not randomized. The remaining leading 5 bits out of the 8 bits are not used irrespective of the values present in those. For example, a byte value of 0xCB or 0x03 or 0x83 or 0x4B, all have the same result of binary xxxxx011 which means HasDamagedData bit is not set, HasZData bit is set and HasExtraData bit is set.
  • LandType2 - Numbering used for land characteristics. 0, 1 or 13 is used for Clear. Ice uses 0 to 4. Tunnel is 5. Railroad is 6. Rock uses 7 or 8 (15 is also used as rock in cliff tiles). Water is 9. Beach is 10. Road uses 11 or 12. Rough is 14. Cliff is 15. Wall, Tiberium and Weeds don't have numbers but are processed based on their overlay placed on the cells.
  • Radar colors - The top-left radar color and bottom-right radar color being different, enhances the demarcation in the minimap where the adjacent tiles/terrain change in the map. These also give a sense of the light source being at top-left in the minimap. Compare to the unused LowRadarColor and HighRadarColor.
  • Padding bytes are used as fillers, could have any value, typically assigned with 0xCD in original game files.

The actual tile and extra graphics are encoded after the tile cell header.

For old, potentially outdated documentation reference, see TMP documentation.

See Also

Footnotes

1 Confusingly, these cells sometimes referred to as "tiles". This is especially true in Tiberian Dawn and Red Alert, where a tileset refers to what tile does here (a collection of cells).

2 Sometimes referred to as terrain type (not to be confused with TerrainTypes)