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m Crimsonum moved page Tile01AttachesTo to TileAttachesTo: Using a similar convention to PowerUpXAnim, where the number is omitted from the flag name.
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{{Flag
{{Flag
|name=Tile''nn''AttachesTo, where ''nn'' is tile number in the [[TileSets|tile set]] (from 01 to 99).
|values={{values|unsigned integers}}
|values={{values|unsigned integers}}
|files=[[Terrain Control INI files]]
|files=[[Terrain Control INI files]]
|types={{Categ|TileSets}}
|types={{Categ|TileSets|Tile set}} animation sections
|ts=yes
|ts=yes
|fs=yes
|fs=yes
Line 11: Line 12:
}}
}}


Specifies the sub-tile that this tile animation regards as it's anchor point for drawing (translates to a cell on which it is to be drawn). Can check the sub-tile index in a tile using TMP file editing tools like XCC TMP Editor. Below is an example showing the sub-tile index if your tile is 7x4:
Specifies the sub-[[TMP#Tiles|tile]] that this tile [[animation]] regards as its anchor point for drawing (translates to a [[cell]] on which it is to be drawn).
 
Below is an example showing the sub-tile index if your tile is 7x4 cells:
 
[[File:tile01attachesto.png]]
[[File:tile01attachesto.png]]
Although the sub-tile order in a tile is technically arbitrary, in the unmodified games every tile follows the above format, where the first sub-tile is located at tile origin (X0,Y0) and subsequent sub-tiles are ordered by X (down right) then Y (down left). When making custom tiles, it's recommended to follow this format to avoid confusion and potential issues in the game.
'''Tip:''' You can check the sub-tile index in a tile using [[TMP]] file editing tools like [https://ppmforums.com/topic-40255/updated-xcc-tmp-editor/ XCC TMP Editor].
== See Also ==
* [[TileAnim]]
* [[TileXOffset]]
* [[TileYOffset]]

Revision as of 19:11, 22 December 2021

Tiberian Dawn The Covert Operations Red Alert Counterstrike Aftermath Tiberian Sun Firestorm HyperPatch Red Alert 2 Yuri's Revenge Ares Generals Zero Hour Tiberium Wars Kane's Wrath
Flag: TilennAttachesTo, where nn is tile number in the tile set (from 01 to 99).
File(s): Terrain Control INI files
Values: Unsigned integers: All non-negative whole numbers from 0 to either 32767, 2147483647 or 4294967295.
Applicable to: Tile set animation sections


Specifies the sub-tile that this tile animation regards as its anchor point for drawing (translates to a cell on which it is to be drawn).

Below is an example showing the sub-tile index if your tile is 7x4 cells:

Although the sub-tile order in a tile is technically arbitrary, in the unmodified games every tile follows the above format, where the first sub-tile is located at tile origin (X0,Y0) and subsequent sub-tiles are ordered by X (down right) then Y (down left). When making custom tiles, it's recommended to follow this format to avoid confusion and potential issues in the game.

Tip: You can check the sub-tile index in a tile using TMP file editing tools like XCC TMP Editor.

See Also