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Holland

[TS] The new units and buildings (expand11)

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I'd like to explain some of the new units that have been uploaded recently: a package full of (most) fan made voxels and animations (infantry, vehicles, buildings, weapons, terrain), created over the years and years since TS started. Some of you already have seen some maps with these, and so far they're mostly test maps. Any map with the word 'VXLS'  or 'Voxel' is a (test) map with some of them.

http://mapdb.cncnet.org/search.php?game=ts&age=0&search=VOXEL

http://mapdb.cncnet.org/search.php?game=ts&age=0&search=VXLS

THeyre also in these (copy /map and code into cncnet) :
/map e917eed3aa50bef39f6f265c9c690b788cd3de9e  Fortress Tower Forest [4]

/map 58b6f72c996c3e80d21d68270f6ab68b3db43576  Fortress Tower Forest 2
/map be2dacfcea0e3d1dd522abc75fe1e31b8f01dfea  King of the Jungle

/map 92c384a01632dc2a8de4a94f41a30ef5c1438f1e  TowerDefense Rally RACE! Jungle [V1]

/map 4f573c8775f769ec4ec02b83b5af98e2009011b0  Oil Derricks

but if you wanna peak at all of them, try this one:

/map d77a5b52251353621a58cfa79c8130ae6b858542  Voxel Arena - All new models v1
 

posted imageposted image

All you need to do is open the map file (with wordpad) and pick the one you want, and copy it in your map. If you want to do it more efficiently, download XCC Utilities and open XCC Mixer, and browse to \CnCNet\TiberianSun_Online\MIX\expand11.mix, so you can see the unit (VXL or SHP file) and its name, and you simply Use "Image=" on your modded units or structures, or use animlist= for different explosions

For Example we want CYBORG to have the image of the zone trooper, then we add this into your map:

[CYBORG]
Image=ZONE

But ofcourse we can add the Zone trooper in our map as a new infantry as well. As for all the other ones. Please look at some modding tutorials on how to do that


I will use this topic to explain more about it, but i'm glad i finally started this lol, for now, i will answer any question and will help you getting you the right codes for your mod. Oh and if you are a creator of one of these animations please tell me so we can give you credit, or tell me if you want it removed!


Edited by Holland
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First up, the GDI radar with uplinks, so you don't need the Upgrade Center for ion canon and seeker, you can just place it on your Radar

posted image

 

Here are the codes:

[GARADR]
Cost=1000
Name=GDI Radar Center
Image=GACOMM
Upgrades=2

[GARADR1]
Cost=0
Name=Drop Pod Node
Armor=wood
Owner=GDI,Nod
Power=0
Sight=1
Crewed=no
Points=0
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
TechLevel=-1
Capturable=no
AIBuildThis=no
SuperWeapon=DropPodSpecial
ThreatPosed=0
Prerequisite=GARADR,GATECH
PowersUpToLevel=-1
PowersUpBuilding=GARADR

[GARADR2]
Cost=0
Name=Hunter Seeker Controller
Armor=wood
Owner=GDI,Nod
Power=0
Sight=1
Crewed=no
Points=0
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
TechLevel=1
Capturable=no
AIBuildThis=no
SuperWeapon=HuntSeekSpecial
ThreatPosed=0
Prerequisite=GARADR,GATECH
PowersUpToLevel=-1
PowersUpBuilding=GARADR

[GARADR3]
Cost=0
Name=Ion Cannon uplink
Armor=wood
Owner=GDI,Nod
Power=0
Sight=1
Crewed=no
Points=0
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
TechLevel=1
Capturable=no
AIBuildThis=no
SuperWeapon=IonCannonSpecial
ThreatPosed=0
Prerequisite=GARADR,GATECH
PowersUpToLevel=-1
PowersUpBuilding=GARADR

[BuildingTypes]
205=GARADR1
206=GARADR2
207=GARADR3

[Animations]
967=GARADR1
968=GARADR2
969=GARADR3

As you can see, the file the radar uses with 'Image=' is called GACOMM. You can also just Copy the entire original [GARADR] from rules.ini, and change [GARADR] Into [GACOMM], and add GACOMM under [BuildingTypes]. Thats the right way to do it, but since they are very similar in art.ini, there's no need.

Just copy paste this code into your map, make some edits if you want, and enjoy.

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Second, the sick SCORPION made by LKO,

posted image

And here a little hint for if you're totally new to modding:

I hope you get to see how easy modding is by copying and pasting into your map (mpr file). As you can see under [SCORPION], it includes Prerequisite=NAWEAP,NATMPL you can build this with making nod warfactory (NAWEAP), and temple of nod (NATMPL). If you want to change this into a different structure(s) (up to 3 buildings), just go to rules.ini in the cncnet folder, and Use Ctrl+F to easily find the code for the structure you want.

 

Anyway, if you don't have any other mods in your map, just copy and paste this into your map. if you do, make sure to correct the [VehicleTypes] list and [Warheads] list.

[SCORPION]
ROT=5
Cost=2500
Name=Score-P-Ion
Armor=concrete
Elite=ScorpionLaserElite
Owner=GDI,Nod
Sight=10
Speed=3
Points=25
Turret=no
Weight=3.5
Crusher=yes
Primary=ScorpionLaser
Category=AFV
Explodes=no
IsTilter=no
Strength=1000
Explosion=SCDETH1X
Locomotor={55D141B8-DB94-11d1-AC98-006008055BB5}
MaxDebris=4
TechLevel=9
VoiceMove=drrpmov1,drrpmov2,drrpsel1,drrpsel2
BuildLimit=2
Accelerates=false
CrateGoodie=no
DebrisTypes=PIECE,GASTANK
SelfHealing=yes
TargetLaser=no
ThreatPosed=15
VoiceAttack=drrpatk1,drrpatk2,drrpatk3,drrpatk4,drrpsel3,drrpsel1
VoiceSelect=drrpsel1,drrpsel2,drrpsel3
MovementZone=Destroyer
Prerequisite=NAWEAP,NATMPL
ImmuneToVeins=yes
VoiceFeedback=
DebrisMaximums=2,2
EliteAbilities=SENSORS
VeteranAbilities=SELF_HEAL,STRONGER
DamageParticleSystems=SparkSys,SmallGreySSys
TooBigToFitUnderBridge=true
AllowedToStartInMultiplayer=no

[ScorpionLaser]
ROF=150
Range=10
Speed=100
Damage=200
Report=MOBEMP1
Charges=yes
IsLaser=true
Warhead=SuperScorpion
IsBigLaser=true
Projectile=LLine
LaserDuration=20
LaserInnerColor=255,175,175
LaserOuterColor=255,0,0
LaserOuterSpread=20,40,40

[SuperScorpion]
Sparky=yes
Spread=1024
Verses=100%,100%,100%,100%,100%
AnimList=SCEXPLOINIT
InfDeath=5
Tiberium=yes
ProneDamage=60%

[Warheads]
53=SuperScorpion

[VehicleTypes]
169=SCORPION

[ScorpionLaserElite]
ROF=150
Range=13
Speed=100
Damage=300
Report=MOBEMP1
Charges=yes
IsLaser=true
Warhead=SuperScorpion
IsBigLaser=true
Projectile=LLine
LaserDuration=25
LaserInnerColor=255,175,175
LaserOuterColor=255,0,0
LaserOuterSpread=20,40,40

This one is SO awesome!

Original topic:

https://ppmforums.com/viewtopic.php?t=12364

Edited by Holland
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Thank you for the topic. I've thoroughly checked out your maps and the new addition to the TS MIX. Great effort is seen with amazing results.  

These new units are unique and most would easily blend in the TS universe. Some of the new structures are very true to the TS spirits, especially the ion charger. I liked the animation with Mech war factory. The RA2 structures are ideal in term in size and touch. Even the tiberian fly is a nice piece to be included in with other TS creatures but it lacked the color tag. However there is one unit that seems excessively large which you named it ion tank.  Harbour battle map is very interesting one and I enjoyed it. Nice explosion animations as well. 

I noticed that you intended to add tripods sound for undeployment and attack. To make the new sounds work, a file must be dropped in the TiberianSun_Online folder then you go to number 354 and start adding the numbers with the names of the new sounds.  Then go down at the bottom of the page and add the brackets with the names inside. 

The file is called Sound01.INI

I couldn't extract with the xcc as it wasn't found. So I had to search online for it. I have attached one with the tripod sounds for you to try if u wish. 

If you remember Rules.ini in the first days of TS in cncnet was hidden and difficult to find. This Sound01.ini must be hidden somewhere as well. 

 

sound01.ini

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Thanks Assist! Yeah i'm not sure if they want the sound ini to be changed, anyway i didnt add them cuz its just adds up the massive pile of work it takes. Plus the original sound mix file has alot to pick from too. But if we ever decide to add some sounds, i'll create my own voices too lol!

thanks for replying here. Next ill show u how to add/replace trees into the pretty trees and palm trees

 

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prettytrees.jpg.98b2947a98fd64903c5ddd375fc8bddf.jpg

PRETTY TREES!!! there are 21 new trees

Since I can't find an options to add these trees to the list of final sun, we're gonna have to edit them manually in your map:

 

Note: You're about to change all the normal ts trees [TREE] into the new trees [RATREE], so go ahead and put normal trees in your map, with or without Place random trees, doesnt matter.

Save your map, open your map file with wordpad, and add this into your map file:

[TerrainTypes]
45=RATREE04
46=RATREE05
47=RATREE03
48=RATREE06
49=RATREE07
50=RATREE08
51=RATREE09
52=RATREE10
53=RATREE11
54=RATREE12
55=RATREE13
56=RATREE14
57=RATREE15
58=RATREE16
59=RATREE17
60=RATREE18
61=RATREE19
62=RATREE23
63=RATREE20
64=RATREE21
65=RATREE22
66=RATREE23
67=RATREE24
68=RATREE25

[RATREE01]
Name=Tree
RadarColor=0,192,0
IsFlammable=yes
SnowOccupationBits=6
TemperateOccupationBits=4

[RATREE02]
Name=Tree
RadarColor=0,192,0
IsFlammable=yes
SnowOccupationBits=6
TemperateOccupationBits=4

[RATREE03]
Name=Tree
RadarColor=0,192,0
IsFlammable=yes
SnowOccupationBits=6
TemperateOccupationBits=4

[RATREE04]
Name=Tree
RadarColor=0,192,0
IsFlammable=yes
SnowOccupationBits=6
TemperateOccupationBits=4

[RATREE05]
Name=Tree
RadarColor=0,192,0
IsFlammable=yes
SnowOccupationBits=6
TemperateOccupationBits=4

[RATREE06]
Name=Tree
RadarColor=0,192,0
IsFlammable=yes
SnowOccupationBits=6
TemperateOccupationBits=4

[RATREE07]
Name=Tree
RadarColor=0,192,0
IsFlammable=yes
SnowOccupationBits=6
TemperateOccupationBits=4

[RATREE08]
Name=Tree
RadarColor=0,192,0
IsFlammable=yes
SnowOccupationBits=6
TemperateOccupationBits=4

[RATREE09]
Name=Tree
RadarColor=0,192,0
IsFlammable=yes
SnowOccupationBits=6
TemperateOccupationBits=4

[RATREE10]
Name=Tree
RadarColor=0,192,0
IsFlammable=yes
SnowOccupationBits=6
TemperateOccupationBits=4

[RATREE11]
Name=Tree
RadarColor=0,192,0
IsFlammable=yes
SnowOccupationBits=6
TemperateOccupationBits=4

[RATREE12]
Name=Tree
RadarColor=0,192,0
IsFlammable=yes
SnowOccupationBits=6
TemperateOccupationBits=4

[RATREE13]
Name=Tree
RadarColor=0,192,0
IsFlammable=yes
SnowOccupationBits=6
TemperateOccupationBits=4

[RATREE14]
Name=Tree
RadarColor=0,192,0
IsFlammable=yes
SnowOccupationBits=6
TemperateOccupationBits=4

[RATREE15]
Name=Tree
RadarColor=0,192,0
IsFlammable=yes
SnowOccupationBits=6
TemperateOccupationBits=4

[RATREE16]
Name=Tree
RadarColor=0,192,0
IsFlammable=yes
SnowOccupationBits=6
TemperateOccupationBits=4

[RATREE17]
Name=Tree
RadarColor=0,192,0
IsFlammable=yes
SnowOccupationBits=6
TemperateOccupationBits=4

[RATREE18]
Name=Tree
RadarColor=0,192,0
IsFlammable=yes
SnowOccupationBits=6
TemperateOccupationBits=4

[RATREE19]
Name=Tree
RadarColor=0,192,0
IsFlammable=yes
SnowOccupationBits=6
TemperateOccupationBits=4

[RATREE20]
Name=Tree
RadarColor=0,192,0
IsFlammable=yes
SnowOccupationBits=6
TemperateOccupationBits=4

[RATREE21]
Name=Tree
RadarColor=0,192,0
IsFlammable=yes
SnowOccupationBits=6
TemperateOccupationBits=4

[RATREE23]
Name=Tree
RadarColor=0,192,0
IsFlammable=yes
SnowOccupationBits=6
TemperateOccupationBits=4

[RATREE24]
Name=Tree
RadarColor=0,192,0
IsFlammable=yes
SnowOccupationBits=6
TemperateOccupationBits=4

[RATREE25]
Name=Tree
RadarColor=0,192,0
IsFlammable=yes
SnowOccupationBits=6
TemperateOccupationBits=4

NEXT, press Ctrl+F, click on the tab "Replace", find what: "TREE", replace with: "RATREE" , and BEFORE you click on Replace all, make sure checkbox "Match Case" is enabled with replacing in wordpad. or select everything under [Terrain]  and make sure the checkbox "In selection"  is enabled!

Putting the = in there is important, so you will only change the TREE into RATREE under [Terrain], so you're actually changing the normal TS tree into the trees you just added!

This is so far my way of adding in the pretty trees, i believe RATREE23, RATREE24 are the pretty palm trees, so if you want the island feeling, use tree 23 and 24 in your map :). Also, if you open up final sun you can see the trees too. If you found a way to add in those trees without tempering with the rules.ini, let me know. Final sun works in strange ways so please let me know any little thing you found.

 

EDITED 8/31: Changed it, i made a mistake telling u to replace all the =TREE,  just make sure checkbox "Match Case" is enabled with replacing in wordpad. or select everything under [Terrain]  and make sure the checkbox "In selection"  is enabled!

Edited by Holland

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882158670_Boatmappic.thumb.jpg.71f58293d7a876618eea3a7958085579.jpg

This is a screenshot of my boat-testing map /map 21cbe469d6f8f07a3175e97e8e66543c4a7de72c Harbor Wars [VXLS] V2.3 by Holland 

I will explain the boats into a different topic, since i'm trying to find a good balance for it, i need some help (cuz its not the funnest gameplay, lol)! Anyway, just to show you the concrete cliffs i used on this map. 

To create these concrete cliffs, along with many other fixes (crystal tiles, mold tiles, road fixes, swamp tiles,

download the attachment on this message. Drag files into TiberianSun_Online\FinalSun    drag the ecache files and temperat.ini into the tiberiansun_online folder, so finalsun can read the files! It includes some more stuff, you can read on https://forums.cncnet.org/topic/6720-final-sun-complete-fixed/?tab=comments#comment-69076

Final sun files 8-12-2018.zip

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scrn1.thumb.jpg.c7915b6aa8c48d353b70ad7f6bf2d716.jpg

All of these are in ecache18.mix inside the MIX folder which is recently uploaded.

/map 6422ff350b05252d60c8ed4f9e02767bba117447  2018 VOXELS [be GDI SPAWN1] 

Its just another pack of voxels, but the most interesting must be the wolverine which is an infantry!! its coded with WOLVE,  so use [WOLVE] if you wanna use it, also cameo and buildup animation for the civilian radar and civilian armory! An actual KODIAK aircraft, a cameo for the dropship! and that crazy spaceship tho! lmao! great for invasion maps hihi!! All the other ones are real neat too! omg! 

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This may seem stupid, but how do I get access to the voxels?  I downloaded and unzipped the maps and opened them in FinalSun but there are no visible units.  I don't see a .mix file coming with them either.

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You can just copy expand11 and echache18 from the MIX folder and paste them in tibsun folder, this way final sun will read them.

I'll have the fix ready soon. Its cuz FinalSun doesnt look into the MIX folder, for now do it like this.

Also put these files in ur finalsun https://forums.cncnet.org/applications/core/interface/file/attachment.php?id=45184

Edited by Holland

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On 8/12/2018 at 3:57 PM, Holland said:

prettytrees.jpg.98b2947a98fd64903c5ddd375fc8bddf.jpg

PRETTY TREES!!! there are 21 new trees

Since I can't find an options to add these trees to the list of final sun, we're gonna have to edit them manually in your map:

 

Note: You're about to change all the normal ts trees [TREE] into the new trees [RATREE], so go ahead and put normal trees in your map, with or without Place random trees, doesnt matter.

Save your map, open your map file with wordpad, and add this into your map file:

[TerrainTypes]
45=RATREE04
46=RATREE05
47=RATREE03
48=RATREE06
49=RATREE07
50=RATREE08
51=RATREE09
52=RATREE10
53=RATREE11
54=RATREE12
55=RATREE13
56=RATREE14
57=RATREE15
58=RATREE16
59=RATREE17
60=RATREE18
61=RATREE19
62=RATREE23
63=RATREE20
64=RATREE21
65=RATREE22
66=RATREE23
67=RATREE24
68=RATREE25

[RATREE01]
Name=Tree
RadarColor=0,192,0
IsFlammable=yes
SnowOccupationBits=6
TemperateOccupationBits=4

[RATREE02]
Name=Tree
RadarColor=0,192,0
IsFlammable=yes
SnowOccupationBits=6
TemperateOccupationBits=4

[RATREE03]
Name=Tree
RadarColor=0,192,0
IsFlammable=yes
SnowOccupationBits=6
TemperateOccupationBits=4

[RATREE04]
Name=Tree
RadarColor=0,192,0
IsFlammable=yes
SnowOccupationBits=6
TemperateOccupationBits=4

[RATREE05]
Name=Tree
RadarColor=0,192,0
IsFlammable=yes
SnowOccupationBits=6
TemperateOccupationBits=4

[RATREE06]
Name=Tree
RadarColor=0,192,0
IsFlammable=yes
SnowOccupationBits=6
TemperateOccupationBits=4

[RATREE07]
Name=Tree
RadarColor=0,192,0
IsFlammable=yes
SnowOccupationBits=6
TemperateOccupationBits=4

[RATREE08]
Name=Tree
RadarColor=0,192,0
IsFlammable=yes
SnowOccupationBits=6
TemperateOccupationBits=4

[RATREE09]
Name=Tree
RadarColor=0,192,0
IsFlammable=yes
SnowOccupationBits=6
TemperateOccupationBits=4

[RATREE10]
Name=Tree
RadarColor=0,192,0
IsFlammable=yes
SnowOccupationBits=6
TemperateOccupationBits=4

[RATREE11]
Name=Tree
RadarColor=0,192,0
IsFlammable=yes
SnowOccupationBits=6
TemperateOccupationBits=4

[RATREE12]
Name=Tree
RadarColor=0,192,0
IsFlammable=yes
SnowOccupationBits=6
TemperateOccupationBits=4

[RATREE13]
Name=Tree
RadarColor=0,192,0
IsFlammable=yes
SnowOccupationBits=6
TemperateOccupationBits=4

[RATREE14]
Name=Tree
RadarColor=0,192,0
IsFlammable=yes
SnowOccupationBits=6
TemperateOccupationBits=4

[RATREE15]
Name=Tree
RadarColor=0,192,0
IsFlammable=yes
SnowOccupationBits=6
TemperateOccupationBits=4

[RATREE16]
Name=Tree
RadarColor=0,192,0
IsFlammable=yes
SnowOccupationBits=6
TemperateOccupationBits=4

[RATREE17]
Name=Tree
RadarColor=0,192,0
IsFlammable=yes
SnowOccupationBits=6
TemperateOccupationBits=4

[RATREE18]
Name=Tree
RadarColor=0,192,0
IsFlammable=yes
SnowOccupationBits=6
TemperateOccupationBits=4

[RATREE19]
Name=Tree
RadarColor=0,192,0
IsFlammable=yes
SnowOccupationBits=6
TemperateOccupationBits=4

[RATREE20]
Name=Tree
RadarColor=0,192,0
IsFlammable=yes
SnowOccupationBits=6
TemperateOccupationBits=4

[RATREE21]
Name=Tree
RadarColor=0,192,0
IsFlammable=yes
SnowOccupationBits=6
TemperateOccupationBits=4

[RATREE23]
Name=Tree
RadarColor=0,192,0
IsFlammable=yes
SnowOccupationBits=6
TemperateOccupationBits=4

[RATREE24]
Name=Tree
RadarColor=0,192,0
IsFlammable=yes
SnowOccupationBits=6
TemperateOccupationBits=4

[RATREE25]
Name=Tree
RadarColor=0,192,0
IsFlammable=yes
SnowOccupationBits=6
TemperateOccupationBits=4

NEXT, press Ctrl+F, click on the tab "Replace", find what: "TREE", replace with: "RATREE" , and BEFORE you click on Replace all, make sure checkbox "Match Case" is enabled with replacing in wordpad. or select everything under [Terrain]  and make sure the checkbox "In selection"  is enabled!

Putting the = in there is important, so you will only change the TREE into RATREE under [Terrain], so you're actually changing the normal TS tree into the trees you just added!

This is so far my way of adding in the pretty trees, i believe RATREE23, RATREE24 are the pretty palm trees, so if you want the island feeling, use tree 23 and 24 in your map :). Also, if you open up final sun you can see the trees too. If you found a way to add in those trees without tempering with the rules.ini, let me know. Final sun works in strange ways so please let me know any little thing you found.

 

EDITED 8/31: Changed it, i made a mistake telling u to replace all the =TREE,  just make sure checkbox "Match Case" is enabled with replacing in wordpad. or select everything under [Terrain]  and make sure the checkbox "In selection"  is enabled!

You can just add the code to rules.ini (but back it up before changing it or CNCNET client won't let you play with other players) and boot up FinalSun, and it will recognize them.

Few mistakes in the code, here is the fixes:

[TerrainTypes]
45=RATREE01
46=RATREE02
47=RATREE03
48=RATREE04
49=RATREE05
50=RATREE06
51=RATREE07
52=RATREE08
53=RATREE09
54=RATREE10
55=RATREE11
56=RATREE12
57=RATREE13
58=RATREE14
59=RATREE15
60=RATREE16
61=RATREE17
62=RATREE18
63=RATREE19
64=RATREE20
65=RATREE21
66=RATREE22
67=RATREE23
68=RATREE24
69=RATREE25

 

[RATREE01]
Name=Tree
RadarColor=0,192,0
IsFlammable=yes
SnowOccupationBits=6
TemperateOccupationBits=4

[RATREE02]
Name=Tree
RadarColor=0,192,0
IsFlammable=yes
SnowOccupationBits=6
TemperateOccupationBits=4

[RATREE03]
Name=Tree
RadarColor=0,192,0
IsFlammable=yes
SnowOccupationBits=6
TemperateOccupationBits=4

[RATREE04]
Name=Tree
RadarColor=0,192,0
IsFlammable=yes
SnowOccupationBits=6
TemperateOccupationBits=4

[RATREE05]
Name=Tree
RadarColor=0,192,0
IsFlammable=yes
SnowOccupationBits=6
TemperateOccupationBits=4

[RATREE06]
Name=Tree
RadarColor=0,192,0
IsFlammable=yes
SnowOccupationBits=6
TemperateOccupationBits=4

[RATREE07]
Name=Tree
RadarColor=0,192,0
IsFlammable=yes
SnowOccupationBits=6
TemperateOccupationBits=4

[RATREE08]
Name=Tree
RadarColor=0,192,0
IsFlammable=yes
SnowOccupationBits=6
TemperateOccupationBits=4

[RATREE09]
Name=Tree
RadarColor=0,192,0
IsFlammable=yes
SnowOccupationBits=6
TemperateOccupationBits=4

[RATREE10]
Name=Tree
RadarColor=0,192,0
IsFlammable=yes
SnowOccupationBits=6
TemperateOccupationBits=4

[RATREE11]
Name=Tree
RadarColor=0,192,0
IsFlammable=yes
SnowOccupationBits=6
TemperateOccupationBits=4

[RATREE12]
Name=Tree
RadarColor=0,192,0
IsFlammable=yes
SnowOccupationBits=6
TemperateOccupationBits=4

[RATREE13]
Name=Tree
RadarColor=0,192,0
IsFlammable=yes
SnowOccupationBits=6
TemperateOccupationBits=4

[RATREE14]
Name=Tree
RadarColor=0,192,0
IsFlammable=yes
SnowOccupationBits=6
TemperateOccupationBits=4

[RATREE15]
Name=Tree
RadarColor=0,192,0
IsFlammable=yes
SnowOccupationBits=6
TemperateOccupationBits=4

[RATREE16]
Name=Tree
RadarColor=0,192,0
IsFlammable=yes
SnowOccupationBits=6
TemperateOccupationBits=4
TemperateOccu?pationBits=4

[RATREE17]
Name=Tree
RadarColor=0?,19?2,0
IsFlammable=yes
SnowOccupationBits=6
TemperateOccupationBits=4

[RATREE18]
Name=Tree
RadarColor=0,192,0
IsFlammable=yes
SnowOccupationBits=6
TemperateOccupationBits=4

[RATREE19]
Name=Tree
RadarColor=0,192,0
IsFlammable=yes
SnowOccupationBits=6
TemperateOccupationBits=4

[RATREE20]
Name=Tree
RadarColor=0,192,0
IsFlammable=yes
SnowOccupationBits=6
TemperateOccupationBits=4

[RATREE21]
Name=Tree
RadarColor=0,192,0
IsFlammable=yes
SnowOccupationBits=6
TemperateOccupationBits=4

[RATREE22]
Name=Tree
RadarColor=0,192,0
IsFlammable=yes
SnowOccupationBits=6
TemperateOccupationBits=4

[RATREE23]
Name=Tree
RadarColor=0,192,0
IsFlammable=yes
SnowOccupationBits=6
TemperateOccupationBits=4

[RATREE24]
Name=Tree
RadarColor=0,192,0
IsFlammable=yes
SnowOccupationBits=6
TemperateOccupationBits=4

[RATREE25]
Name=Tree
RadarColor=0,192,0
IsFlammable=yes
SnowOccupationBits=6
TemperateOccupationBits=4
 

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