BaseGridTiles readme

these are tiles to be used in EAW and seen in the EAW world by use of an EAW.tm coded by my new BaseGrid tool.

the BaseGrid tool will code an EAW.tm file to place the .ter (EAW terrain) version of these tiles at the location in the EAW world at the X, Y (Column and Line) location you pick.

The whole scheme is meant to be used in conjuction with my TarSetdataMaker and other Tools included in my TeaTools2V2.zip that provide you with the ability to place targets / tardata objects into the EAW World.
Specifically easy to reference where you placed them on the grid.
Then using these tiles and the BaseGrid tool coded EAW.tm you can go into the world and see the same grid as when you use the alt-TSDM-tiles in TSDM to code an edit.dax for object placements.

(For use of TarSetDataMaker I already have made similar tiles available in my alt-TSDM-tiles.zip
those are however 512 x 512 .bmp versions)


The .pcx versions are included for your own uses, whatever that may be, tileblank.pcx is just a blank copy included for your own designs.

The .ter tiles are intended to be placed in EAW so you can use them to view a base.

The tiles are named in a scheme as follows, with the corresponding name of the EAW world terrain conventional naming followed by my .pcx tiles name and then the hex code for the .ter tiles used:


(Please note this is the "north orientation" for all tiles)

grass tile1
01
field1 tile2
06
field2 tile3
07
field4 tile4
09
field5 tile5
08
field6 tile6
2F
field7 tile7
26
field8 tile8
00
alcty tile9
0A
alcty2 tile10
0B
alcty3 tile11
0C
alcty4 tile12
0D
alcty5 tile13
2A
alcty7 tile14
30
alcty8 tile15
31
alcty9 tile16
2E

in additon to this please note your EAW.tm will be coded by the BaseGrid tool to replace all else with water tiles, specifically:

water 02

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For your reference an except of Dom's Terrin notes showing tile codes is included:
DomsEAWTerrainCodes.rtf

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EAW world tiles and named tiles, modes, sizes, included files notes:

You'll no doubt notice my tiles here are 256 x 256 size and 256 color format.
The same for the .ter tiles
(there only about 5 to 8 unique colors used though, since they serve simple purpose)


You should know these are the standard size for the BN tiles but also can be used as LR tiles (since in EAW in most cases you can force the game to use these instaed of 128 x 128 size on most PCs video cards it will work fine)

I even use them as software mode tiles.

So naming conventions for BN tiles: Hi res, Lr tiles : Low res , and no BN or Lr prefix will allow tiles be used in software mode (but hardly anyone need use that except me... lol!)

in any case if you wish to make complete set you just copy and rename the files as needed.
In worse case you might have to make a Lr tiles version of 128 x 128 for use on some PCs..

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EAW World Base coordinates and "centering", what does it mean? and why if you use an "uncentered" base to lay the grid your orientation and the tiles grid compared to objects will not line up:

The basics of this is that the programmers of EAW made a coordinate system that allowed extra movements than is usually needed.The short version is that you don't usually need to go to the trouble of using the "small bytes" in the EAW world X,Y ("Column" and "Line") scheme to put the center of a base at.
You see Targets.dat bases records are really just a reference point.
Its the area in the EAW world the base record be referenced as.
But its just a reference really.
But Only an object placed exactly at tardata object record coding of 00 00 00 00 / 00 00 00 00 will actually appear there at that exact location.
That is the real center of the tardata grid that is layed about in a 4 tile wide by 4 tile deep grid at around the EAW world Targets.dat X,Y location.
However due to the inclusion of the so-called "small bytes" in the world X,Y you can pick a spot that does not align with the EAW world Tiles edges exactly.
 
So the reason why you as I call it "Center" the X,Y is so when you place objects in your tardata and then you go into the EAW world and look, your objects in that world will easily align with the tiles in the world on a grid system.

In this way the whole system of editing I use for Targets and Tardata and my TarSetDataMaker system works well.

If you ever designing a scenario "center" the bases X,Y, it makes all easier.That way also easier to calculate all things in relation for the world.

The only real inconvenience is if you start with a scenario (like default EAW) already coded by someone else who used the odd locations bytes.
Then everything is slightly askew.

You still can use my system even then, but you have to just keep in mind the offset you will see in relationship.

-S!
RAF_Roy
5-16-2007





















