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falcon4:tools:cate [2016/11/15 09:06] – switched tactical.nekromantix.com to www.pmctactical.org domain. snakemanfalcon4:tools:cate [2024/07/31 10:00] (current) – links added. snakeman
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-====== CATE ======+====== Falcon 4 CATE ====== 
 + 
 +[[https://www.pmctactical.org/forum/viewforum.php?f=47|Falcon 4.0 Forum]], [[:falcon4|Falcon 4 Home]], [[falcon4:campaign|Falcon 4 Campaign]], [[falcon4:cockpits|Falcon 4 Cockpits]], [[falcon4:database|Falcon 4 Database]], [[falcon4:file_formats|Falcon 4 File Formats]], [[falcon4:srtm|Falcon 4 SRTM Terrain]], [[falcon4:terrain|Falcon 4 Terrain]], [[falcon4:textures|Falcon 4 Textures]], [[falcon4:tools|Falcon 4 Tools]]
  
 **Configurable Auto Tiling Enhancer** by Skyfire **Configurable Auto Tiling Enhancer** by Skyfire
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   * Save accurate terrain map including features.   * Save accurate terrain map including features.
  
-Source code is written in Visual Basic and its available [[http://www.pmctactical.org/f4/downloads/CATE.v4.17.VB.Source.rar|CATE.v4.17.VB.Source.rar]] 26kb.+Source code is written in Visual Basic and its available CATE.v4.17.VB.Source.rar from Falcon.4.0.Tools.2024-03-19/ Torrent Magnet: 
 +<code> 
 +magnet:?xt=urn:btih:a429686bdbd1593645c62f5c7156e3e94a5ff2b4&xt=urn:btmh:1220fb71e3d1bc81942313d2af9b4ea419f2b9a19037328b76cb50f82ff41dafc174&dn=Falcon.4.0.Tools.2024-03-19&tr=udp%3a%2f%2ftracker.opentrackr.org%3a1337%2fannounce&tr=udp%3a%2f%2ftracker.openbittorrent.com%3a6969%2fannounce 
 +</code>
  
  
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 ====== Random Tile Placement ====== ====== Random Tile Placement ======
- +
 The option to randomly place tiles is good choice to populate the terrain with different and interesting look, we can debate to the death if its realistic or not, but it is certain that randomly tiled generic tiles look always better than one (1) single tile covering thousands of tiles all around. The option to randomly place tiles is good choice to populate the terrain with different and interesting look, we can debate to the death if its realistic or not, but it is certain that randomly tiled generic tiles look always better than one (1) single tile covering thousands of tiles all around.
  
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 [FeaturesDesc] [FeaturesDesc]
- +
 #Plain terrain tiles #Plain terrain tiles
 Tile=1076 0/1076 1/1114 2/1115 3/1110 4/1117 5/1104 6/1105 7/1111 8/1112 9/1106 10/1107 11/1108 12/1109 13/1118 14/1116 15/1113 16/1165 32/1153 48/1156 64/1152 80/1155 96/1158 112/1162 128/1161 144/1160 160/1159 176/1164 192/1157 208/1154 224/1163 240/1166 165/1092 90/1094 Tile=1076 0/1076 1/1114 2/1115 3/1110 4/1117 5/1104 6/1105 7/1111 8/1112 9/1106 10/1107 11/1108 12/1109 13/1118 14/1116 15/1113 16/1165 32/1153 48/1156 64/1152 80/1155 96/1158 112/1162 128/1161 144/1160 160/1159 176/1164 192/1157 208/1154 224/1163 240/1166 165/1092 90/1094
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 Tile=48 0/48 1/126 2/125 3/113 4/112 5/115 6/117 7/122 8/118 9/119 10/116 11/120 12/114 13/121 14/123 15/124 16/393 32/394 48/384 64/392 80/389 96/387 112/395 128/397 144/390 160/386 176/391 192/385 208/388 224/396 240r224 165/369 90/372 Tile=48 0/48 1/126 2/125 3/113 4/112 5/115 6/117 7/122 8/118 9/119 10/116 11/120 12/114 13/121 14/123 15/124 16/393 32/394 48/384 64/392 80/389 96/387 112/395 128/397 144/390 160/386 176/391 192/385 208/388 224/396 240r224 165/369 90/372
- +
 Tile=68 0/68 1/301 2/296 3/294 4/293 5/288 6/289 7/300 8/292 9/295 10/290 11/299 12/291 13/297 14/298 15/302 16/282 32/283 48/273 64/284 80/272 96/275 112/281 128/278 144/277 160/276 176/279 192/274 208/285 224/280 240/286 165/129 90/136 Tile=68 0/68 1/301 2/296 3/294 4/293 5/288 6/289 7/300 8/292 9/295 10/290 11/299 12/291 13/297 14/298 15/302 16/282 32/283 48/273 64/284 80/272 96/275 112/281 128/278 144/277 160/276 176/279 192/274 208/285 224/280 240/286 165/129 90/136
- +
 #City tiles #City tiles
 Tile=321 3/1014 5/1008 6/1016 7/1011 9/1013 10/1009 11/1017 12/1015 13/1010 14/1012 15/1018 Tile=321 3/1014 5/1008 6/1016 7/1011 9/1013 10/1009 11/1017 12/1015 13/1010 14/1012 15/1018
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 Tile=219 0/48 1/126 2/125 3/113 4/112 5/115 6/117 7/122 8/118 9/119 10/116 11/120 12/114 13/121 14/123 15/124 Tile=219 0/48 1/126 2/125 3/113 4/112 5/115 6/117 7/122 8/118 9/119 10/116 11/120 12/114 13/121 14/123 15/124
 Tile=220 0/48 1/126 2/125 3/113 4/112 5/115 6/117 7/122 8/118 9/119 10/116 11/120 12/114 13/121 14/123 15/124 Tile=220 0/48 1/126 2/125 3/113 4/112 5/115 6/117 7/122 8/118 9/119 10/116 11/120 12/114 13/121 14/123 15/124
- +
 #Forest transitions #Forest transitions
 Tile=64 0/68 1/301 2/296 3/294 4/293 5/288 6/289 7/300 8/292 9/295 10/290 11/299 12/291 13/297 14/298 15/302 Tile=64 0/68 1/301 2/296 3/294 4/293 5/288 6/289 7/300 8/292 9/295 10/290 11/299 12/291 13/297 14/298 15/302
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 Tile=77 0/68 1/301 2/296 3/294 4/293 5/288 6/289 7/300 8/292 9/295 10/290 11/299 12/291 13/297 14/298 15/302 Tile=77 0/68 1/301 2/296 3/294 4/293 5/288 6/289 7/300 8/292 9/295 10/290 11/299 12/291 13/297 14/298 15/302
 Tile=78 0/68 1/301 2/296 3/294 4/293 5/288 6/289 7/300 8/292 9/295 10/290 11/299 12/291 13/297 14/298 15/302 Tile=78 0/68 1/301 2/296 3/294 4/293 5/288 6/289 7/300 8/292 9/295 10/290 11/299 12/291 13/297 14/298 15/302
- +
 [EndFeaturesDesc] [EndFeaturesDesc]
 </code> </code>
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 #OOO (x1,y1)=(0,-1) - (x2,y2)=(2,0) #OOO (x1,y1)=(0,-1) - (x2,y2)=(2,0)
  
-#OOO +#OOO
 #OXO (x1,y1)=(-1,0) - (x2,y2)=(1,1) #OXO (x1,y1)=(-1,0) - (x2,y2)=(1,1)
  
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 #OO (x1,y1)=(0,-1) - (x2,y2)=(1,1) #OO (x1,y1)=(0,-1) - (x2,y2)=(1,1)
  
-#OXO +#OXO
 #OOO (x1,y1)=(-1,-1) - (x2,y2)=(1,0) #OOO (x1,y1)=(-1,-1) - (x2,y2)=(1,0)
  
 # OO # OO
-#XOO +#XOO
 #OO (x1,y1)=(0,-1) - (x2,y2)=(2,1) #OO (x1,y1)=(0,-1) - (x2,y2)=(2,1)
  
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 # coord tile 1700 # coord tile 1700
  
-# X1 and y1 define the South West tile, X2 and y2 define the North East tile, +# X1 and y1 define the South West tile, X2 and y2 define the North East tile,
  
 # matches # matches
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 </code> </code>
 Hope that helps. Hope that helps.
 +
falcon4/tools/cate.1479200797.txt.gz · Last modified: 2016/11/15 09:06 by snakeman

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