alt-TSDM-tiles-Readme.txt

These are alternative tiles that are just marked with a grid pattern to be used with TarSetDataMaker (TSDM) program (That program is used to make data for tardata placment of base objects).

***Setup:

Back up the original tiles that came with the program in case you prefer to use them later.
Then just dump a copy of these tiles (save these originals because you will need them to re-use them again on your next editing project :) into the the TSMD folder in place of the originals.
(you don't need this alt-TSDM-tiles folder just the tiles inside)

****Use:

Easy.. now to make the edits you want just mark tiles with your favorite graphics editor (m$ paint works easy enough!) where you want to place objects.That way you can map out your base ahead of time.. when you are going use the TSDM program you then can see where you want to place the object.When using the program just place the object on the mark you made.

See the example.bmp

****Tip:

Airstrips are a bit hard to estimate size, orientation and placement, you will want to make a few test edits with just airstrip until you learn what I mean.
Also large objects like factories may take up many grid lines/part of tiles, as you will see by test edits.
What you are doing when you place an object in TSDM for tardata is placing the central point of that object.In the case of airstrips it is a bit uncertain where that is, depending on the 3dz of that airstrip but usually it is somewhere between where the default strip crosses or toward where the planes taxi to for take off.

****Caveats:

Due to the TSDM window programming geometry mimicking a 4/3 aspect ratio the grids while in use with the program will always appear a bit wider than long.This is just an optical effect you have to get a bit used to when you using the TSDM program.The geometry of the placement of the actual objects within the EAW world will not be affected.

Also of Course the TSMA program has bug (which is noted in that program's readme) only allows to place about 40 to 45 objects at a time before the program crashes.. But if you use good planning ahead of time with making design maps on these grid tiles you will see TSDM really can easily layout bases wih accuracy and ease in the EAW world without much trouble.

****Other interesting matters:
These .bmp tiles 1-16 are 512 x 512 size.I found these dimensions make most accurate edits with my TSDM program.The tmapx.bmp is however 600 x 600, due to oddities of my programming.Really you don't need to edit the tmapx.bmp and don't use it to map things, its only displayed as a reference point on the first screen of the TSDM program since I had to display something to get you mind around how the 16 tile layout is oriented.


If you want tomake an experiment reduce a copy of these tile to standard EAW size of 256 x 256 change them to .pcx and then convert them with picpac to eaw .ter tiles and place them in your experimental EAW world.You then fly EAW for a test and you will see your nice little EAW gridworld within the game.
Once you see that you get a better idea of how simple it really is to make a design for tardata objects/bases, and also why it is easiest and most reliable use the 4 tile by 4 tiles format.

****Bits of advice: 
Make your bases very simple designing roughly around real photos or base maps, but not exactly.
Resist temptation to place hundreds of objects.
Not only does that make a lot of hassles that will surely slow down your project to a crawl, it doesn't really increase immersion in game.
Really for EAW you are best to capture the essence of bases instead of exact details to capture the "realism".
One of my cases in point; I early on in EAW editing had wished to be able to place hundreds of objects, even moreso to place them exactly with a grid layout.I thought that would be great.But once I built the tools to do so and I did I found it did not give the immersion at all.I don't like any of my bases except some on the OAW Mission 1.Because they were in a way a bit more real being somewhat asymetrical.That's the key probaly for realism in the battle theatres is that every base and even the objects themselves became atypical after constant use and customizations.. That probaly the what lends the most character is it not? 
Not only that as I've said before IMHO likely when your immersed in the real battle you don't see many objects that are not immediate and threatening.
Call it fog of war or mind or whatever.

Goodluck and wishes!

-S!
RAF_Roy
4/2007
www.raf-roy.com





