CATE driving me up the wall! :)

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Malc
Lt Colonel
Posts: 294
Joined: 2000-12-24 23:01:01
Location: England

CATE driving me up the wall! :)

Post by Malc »

Please look at this CATE config...
code:

Code: Select all

BMPFileName=c:\do_this_bit.bmp
UpdateOceanTiles=OK
DoTransitions=OK

[Rules: Swamp rules]
Color=255,0,255
ForceFog=254 * *
[EndRules]

[TerrainFeatures: wetfarm]
TerrainType=5
TerrainTiles=(160,208-220,1072-1084)
TransitionDef=ToOcean 1 (0) (1145,1148,1144,1138,1142,1146,1143,1136,1150,1147,1149,1169,1141,1139,0)
TransitionDef=ToFarm 1 (48) (1084,1080,1082,1074,1077,1076,1083,1072,1076,1075,1081,1073,1079,1078,48)
TransitionDef=ToCity 1 (321) (214,219,217,210,216,220,213,208,208,211,218,209,212,215,321)
[EndTerrainFeatures wetfarm]
# EOF
Does this mean CATE will only apply the rules to the colored bitmap on the bitmap, but will apply the transition to the whole theater? Or am I doing something wrong - I don't want the transition applied globally, just to the colored bit of the map.

Please... HELP...! Before I lose it entirely... :)
Snake Man
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Gaming Interests: ArmA, ArmA 2, Falcon 4.0 and OFP.
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Location: PMC

Re: CATE driving me up the wall! :)

Post by Snake Man »

Just use my European conf files. They are numbered from 0 to 6. I'll explain here what they mean and do.

0 == sets the default terrain types according to altitude.
1 == fix ocean, some DEM data puts ocean where there should be land. europe - netherlands, ODS - iraq lakes, iranian coast etc. You may or may not need this.
11 == its my latest, apply certain terrain type to certain areas read from BITMAP. You may or may not need this. Look the bitmap for example of how its colored, match the colors.
2 == Cities pass where we lay city tiles according to CITY TDF file.
3 == Transitions pass. This is where we tile coastline, city transitions and all other transitions.
4 == Features (roads and rivers) pass. lay the road and river tiles according to ONE TDF file where you have combined road and river TDF files from dem2terrain.
5 == Airbase pass. Tile airbase backgrounds and level them for airbases found on the CSV file. This is highly complex CONF for airbases but you should do fine with this example.
6 == Variations pass. You may or may not need this. This is what gives the personal feel for the terrain, lay the random tiles into the correct terrain types. Lastly it saves BITMAP image of your terrain.

Now, all of those "PASSES" need to be run like:

1) Start CATE
2) Load CONF file
3) Load Input L2 file
4) Load Output L2 file
5) I personally click "Run CATE in batch mode"
6) Click Read data and watch it do the magic.

Thats it. Thats how you run the Configurable Auto Tiling Enchancer by Skyfire (which we will be ever grateful, no more hand tiling!).

Before you start to make your own conf files for korean texture.bin (Panama), I highly suggest you play around with my example europe conf files. And when you finally change something, do it slowly, one bit at a time so you don't get confused and break the conf files as even small error will make CATE barf you "error 9#@!$%^&"...

There is also Quicksilver CONF files if you want to take a look at them, these are for korean texture.bin also.

Good luck and just post if you have any more specific questions.

PMC TFW
Snake Man
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Quicksilver
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Posts: 74
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Re: CATE driving me up the wall! :)

Post by Quicksilver »

Just to say that my config files don't use any bitmap image to place terrain data. They're more generic, tiles are basically placed according to altitude (coasts -> farms -> forests -> snow mountains). So you don't need a sat image or anything similar to use them.

We add region details later by hand. Maybe we'll try the .bmp method in a new future version.
Costas "Quicksilver" Stoupakis

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