Allen262 Posted January 3, 2013 Share Posted January 3, 2013 Warning what is below maybe weapons grade scary... To make your own .tmp (RA) that Red Alert 1 uses. You need RA-MIXer v5.1 OR3 http://ra.afraid.org/html/downloads/utilities-2.html This is old school DOS. If your using Win7+ you made be dead in the water. Next it is my bet is that you can't change the size of tile. So if you want to remake the Ant Hill (hill01.tem) into something else your stuck with doing something that is 3x4. Since I don't think we can change the size of a tile. Find the Ant Hill (hill01.tem) in one the the EXPAND.mixes. Now use Copy as PCX. You can edit this hill01.pcx to what ever you want to look like and save it. Now drag and drop the hill01.pcx on the PCX2RMT.EXE that is inside of RA-MIXer folder (Ramix513). If it works the window will show Output Information Filename; C:\*SOMETHING*\*SOMETHING*\Ramix513\hill01.RMT Size: *SOMETHING* Width: 4 tiles (s) Height: 3 tiles (s) Empty Tiles : 0 Converted! In the Ramix513 folder you will find hill01.RMT. Rename this to hill01.tem. You now have a file you can use in RA1. Put it into you EXPAND.mix and EXPAND2.mix. HOWEVER when you test it in game you will see that you can drive and build all over it. The PCX2RMT.EXE gave it the land characteristic code of [Clear] or [Road]. I have no idea how the land characteristic code work for sure so this is all a guess. Lets look at the Stock Ant Hill (hill01.tem). At the end of the file when viewed in a hex editor (I'm using Frhed 2.0. It is free) there is a set of number that range depending on tile count (A single tile is 24x24 pixels. The Ant Hill (hill01.tem) has 12 tiles that are aranged 4 across and 3 down so it has 12 pairs of numbers or 12 bytes. My guess is each 1 byte (or 2 numbers) is for one tile and this tells the game what that tile is. The Ant Hill has 6 tiles that are passable but only one that you can build on. The MLRS is on it so it has to be [Clear] or [Road]. The others have to be [Rough] or [beach] (unlikely). The parts you can't drive on are [Rock], [Wall] or [River] (unlikely). Now my untested guess is that the first 4 bytes are for the top 4 tiles, 2nd 4 bytes are mid and last 4 bytes are the bottom. So it would look like this if we laid the bytes out in 4x3 like the Ant Hill is. 0e 08 08 08 0e 08 0e 0e 08 08 0e 03 As we can see it looks a lot like the ingame pic. The APC, Mammys and Hummvee are on 0e and it is Passable but not Buildable. s. 03 is were the MLRS is at and it is Passable AND Buildable. 08 is not passable or buildable. If you made you own Ant Hill using PCX2RMT.EXE and you open it with a hex editor it will show all 09s. After opeing D44.tem. A 1x1 square of road. It is using 09 so it is likely 09 is [Road] Link to comment Share on other sites More sharing options...
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