Posted: Sat May 17, 2025 10:09 pm Post subject:
Walls not connecting to each other
Subject description: But using Image=NAWLL2 on [NAWALL] does
I created a wall named NAWLL2. There isn't really a clear tutorial on how to add new walls so it took many trial and error to get to this point.
Now I've reached the point where I have a working wall but couldn't use it on the new wall I've created.
It works with [NAWALL] with Image=NAWLL2 so I know there isn't any issue with compression or anything. It also connects, so I know the wall.shp was set properly.
Now I'm stuck, almost reaching the point of being able to create a new wall but still not getting there.
Are there other people that tried to add a new wall? Please help me.
UPDATED NAWLL2 vs NAWALL with Image=.png
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Last edited by Ousagi on Sun May 18, 2025 3:10 am; edited 1 time in total QUICK_EDIT
FA2 can't automatically place new walls, you have to use the "Overlay & Special" drop down menu and place each wall section manually. _________________
If you have made it as an overlay (not just building) and are using patched FA2, it will be available on left sidebar under Special / Overlay > Others and will connect.
FA2 can't automatically place new walls, you have to use the "Overlay & Special" drop down menu and place each wall section manually.
These are the the one's in "Overlay & Special". Both the NAWALL and NAWLL2
E1 Elite wrote:
If you have made it as an overlay (not just building) and are using patched FA2, it will be available on left sidebar under Special / Overlay > Others and will connect.
I've tried both. In the "All Overlays" "and Others". I forgot to turn on the building outline, but they should both have no building oultine.
Also tried NAWALL in the "All Overlays" and it also connects. The only one that doesn't connect NAWALL in "All Overlays" is in WAE.
In WAE, NAWLL2 appears, but only in Overlays > Uncategorized but not in Overlays > Connected Overlays.
I've added NAWLL2 in RulesMD.ini and ArtMD.ini. These are the only files I need to add it correct?
Looks like it has all the shp, Would add proper damage states later.png
If you create new walls like the original game has, then in patched FA2, it will connect automatically from sidebar > Special / Overlay > Others.
Did it work or not with Patched FA2? Download Patched FA2 - https://ppmforums.com/topic-47342/final-alert-2-yr-v102-patches/
For WAE to show in Connected Overlays, you have to add the new wall in Config\Defaults\ConnectedOverlays.ini. QUICK_EDIT
If you create new walls like the original game has, then in patched FA2, it will connect automatically from sidebar > Special / Overlay > Others.
Did it work or not with Patched FA2? Download Patched FA2 - https://ppmforums.com/topic-47342/final-alert-2-yr-v102-patches/
For WAE to show in Connected Overlays, you have to add the new wall in Config\Defaults\ConnectedOverlays.ini.
I've been using the latest one since sometime ago when G-E told me to use it. But I've downloaded it again and it still doesn't show up.
Timezone might be different but it should be right now when I'm posting this.
Already placed walls in map that are disconnected won't change automatically.
When you select the Soviet Wall 2 from Special / Overlay > Others and draw on map by placing and dragging, it will draw connected walls.
That's what I did, I just re-added these wall in the newly downloaded FA2 because I forgot to save.
As you can see, the walls we're arranged differently from the last screenshots.
Also, I tried just now using Image=NAWALL to NAWLL2 and it still doesn't connect. Wouldn't this mean there's something wrong with code?
Like there is something missing somewhere? Because why would NAWALL.shp still not connect with each other, this .shp was already in the original game.
Code:
;Rulesmd
[BuildingTypes]
592=NAWLL2
[OverlayTypes]
254=NAWLL2
[AI]
ConcreteWalls=GAWALL,NAWALL,GAFWLL,NAWLL2; temp wall for yuriYAWALL
;this is just a copy of NAWALL's code
[NAWLL2]
Image=NAWALL
UIName=Name:YAWALL
Name=Soviet Wall 2
BuildCat=Combat
Strength=300
Prerequisite=NAHAND
Armor=concrete
TechLevel=1
Adjacent=8
Wall=yes
Sight=1
Selectable=no
Insignificant=yes
Nominal=yes
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil
Cost=100 ; part of TSHACK, feel free to change, I'm just taking out of code gs
Points=5
Repairable=false
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
ThreatPosed=0 ; This value MUST be 0 for all building addons
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
GuardRange=5
Total overlays should be 255 or less. Mine is 250.
I thought Phobos removed the limit from Overlays. But I did try to remove some Overlays down to 250 and added 250=NAWLL2. Also, moved NAWLL2 to 27 were NAWALL was. None worked for me.
But since you already have the code to .ini. Try using my NAWLL2.shp and see if it works.
I tried both. Replacing and adding at the end. I didn't insert, I replace NAWALL with NAWLL2.
Another thing, in-game, it works fine when placed as a building. It connects when the game start. It's only the overlay part that's the problem.
Can you give me your patched FA2 folder? Like I said, I've already redownloaded the one from your link and it still didn't worked unfortunately.
Maybe you're folder might work for me.
Also, what is overlay.hh?
Building and In-Game.png
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With notes from the developers.png
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Last edited by Ousagi on Sun May 18, 2025 7:27 am; edited 1 time in total QUICK_EDIT
FA2 only automatically draws walls correctly when they are in specific overlay slots unfortunately.
What? But what does that mean? Why can E1 Elite add new walls without problem? I've added 250=NAWLL2 similar to him, and but it still doesn't connect. QUICK_EDIT
Patched FA2 is the same, no change from the link. Use FA2SPLaunch.exe to run.
Game converts the buildings to overlay on start and game will connect it automatically.
@G-E: What you are saying is for original FA2. FA2sp allows Wall=yes overlays to connect like other walls. Screenshot is there in the above posts. QUICK_EDIT
Are you using the overlay specials list to draw your walls or are you selecting them from the buildings list?
I am using the overlay/specials list. Last time, I think I remembered you telling me about it when placing walls.
I was just showing that the walls could connect through the buildingtype.
You have new walls ! Does those walls work? Can you show me all the codes you used and what filename you set to them to? QUICK_EDIT
Yes, it is FA2YRPsp_20240715, unzip to a new folder in any other drive than C:. On first run, select game path.
FAData.ini should have (check that you haven't changed it)
[ExtConfigs]
BrowserRedraw=yes
overlay.hh is a developer comment, don't bother with it.
@G-E: We both are using left sidebar Special / Overlay > Other only. Building wall will only place the first frame, it won't connect in map editors. QUICK_EDIT
If anything, I should just place the [BuildingType] version, since it would be less hassle and outputs the same with everything being connected.
The point was to make it be possible to create walls that connect automatically so I could see what it looks like without opening the game.
If I just pick below individual overlays just so i could see what it would look like in-game, then I should just place the [BuildingType] version and open the game, then close it again and move the walls accordingly.
That would be easier in comparison to deleting an overlay then replacing it with another since I could just move the buildingtype anywhere and it will connect automatically properly in the right direction.
I just want this to work, so it would be one of the things I could cross out with knowing how to add new OverlayTypes specifically.
I don't even understand why TerrainTypes, OverlayTypes, Technotypes, etc. are so different and being difficult when it comes to adding new stuff. Like, TerrainTypes requiring to change .shp to .tem, etc. QUICK_EDIT
If anything, I should just place the [BuildingType] version, since it would be less hassle
Walls are overlays, the player can't build overlays tho so the wall buildings are used as a dummy object that spawn the overlay in game. FA2 doesn't work like the game tho, you skip the dummy building and just place the overlay directly. _________________
Walls are overlays, the player can't build overlays tho so the wall buildings are used as a dummy object that spawn the overlay in game. FA2 doesn't work like the game tho, you skip the dummy building and just place the overlay directly.
I meant Building > Others. The building code for NAWLL2. I could just place that dummy building and it will connect once I launched the game
and I could see what it looks like there then just come back to FA2 and move the dummy building around. Would be less hassle than individually putting different direction of overlays for NAWLL2.
E1 Elite wrote:
Same like yours on both, but overlay frame changes for NAWLL2 - Overlay 0xfa OverlayData 0x5 etc.
It changes when does connect. So, you must be hovering at a connected wall. That should give a different OverlayData.
WAE sort allows you to assign this in ConnectedOverlays.ini yourself. That ini allows you to set the binary itself.
When it came to adding the wall, it was just RulesMD and ArtMD right? Similar to just adding a new techotype? Last edited by Ousagi on Sun May 18, 2025 11:17 am; edited 1 time in total QUICK_EDIT
I meant Building > Others. The building code for NAWLL2. I could just place that dummy building and it will connect once I launched the game and I could see what it looks like there then just come back to FA2 and move the dummy building around. Would be less hassle than individually putting different direction of overlays for NAWLL2.
That's not how the game/FA2 works, you can complain about it all you want but it isn't going to change.
I really dont see how having to start the game and load a map every time you want to change part of a wall is less hassle then just clicking on different frames of an overlay in FA2 _________________
That's not how the game/FA2 works, you can complain about it all you want but it isn't going to change.
I really dont see how having to start the game and load a map every time you want to change part of a wall is less hassle then just clicking on different frames of an overlay
Because I could set a ton of dummy buildings and let the game handle the connecting. When it comes to walls, it wouldn't just be a farm size, like what you did in your example.
It would be in different direction and much larger and small changes like the direction of the overlay would become irritating.
I know this because I work on tiles. Having many directions get pretty confusing fast especially when you have to keep finding.
But maybe that's just me, since it looks like you also create your own tiles by the looks of it.
E1 Elite wrote:
WAE does not allow you to change those, the config file just gives which frame can connect to which other.
Then what does this mean in the ini?:
Code:
Frame5.FrameIndex=5
Frame5.ConnectsTo=10001000
They're just there for some reason? FrameX.ConnectsTo= seems like the binary for 0x5 or 0x6. Otherwise, wouldn't it know to just connect to the next frame number? QUICK_EDIT
UPDATE: @G-E might be right... I replaced the 208=CAFNCW for White Fence and it allowed me to connect my tiles.
Also, this means that there is something wrong with my FA2 probably so @E1 Elite asking me to download the patched version was probably correct.
But of course it still doesn't fix my issue.
Other than that, @G-E what are the other correct slots? Just list them here so I could just put my walls in those.
I know 208 is one of them since I placed NAWLL2 there. So what are the other ones?
White Fence.png
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Last edited by Ousagi on Sun May 18, 2025 12:17 pm; edited 2 times in total QUICK_EDIT
; Order: NE, E, SE, S, SW, W, NW, N
; FrameN.FrameIndex=Overlay frame to use
; FrameN.ConnectsTo=BitArray(8 ), what sides this particular frame is connected to
FrameIndex=5 means 6th frame. ConnectsTo - using Order you make 8 directions of 1 and 0. 6th frame connects in 2 directions and 16th frame connects in 4 directions etc.
In patched FA2, it need not be in particular slots. My overlaytypes is numbered from 0, so I have added it to last:
@E1 Elite well could you try putting NAWLL2 in 254=? Maybe that was actually a problem. That 254= can't be used for walls.
Maybe that's what's been causing the entire problem this whole time. Maybe it also doesn't work for you. Last edited by Ousagi on Sun May 18, 2025 12:19 pm; edited 1 time in total QUICK_EDIT
The overlay list that I posted in my previous post has both the rules ini numbers and the game's internal numbers, you can use it to see what numbers each entry uses. _________________
The overlay list that I posted in my previous post has both the rules ini numbers and the game's internal numbers, you can use it to see what numbers each entry uses.
...But I meant it as how would it be in the Rulesmd.ini?
...Would it matter if I knew the game's internal numbers?
...Does this mean E1 Elite has 254=NAWLL2 set in Rulesmd.ini but just telling me in the internal numbers order?
I was wondering what number in Rulemd.ini was it set and was asking for E1 Elite to set it in 254= and see if it still connects.
He might've reoganized his Rulemd.ini to start from 0= but I did not... I wanted to see if it still connects I he sets it in 254=
since he claimed FA2sp would allow it regardless. QUICK_EDIT
It doesn't matter if your index is 254= or 444= or ABCD=. Game will renumber it, so for our convenience, you can use the list numbering from 0 as I shared above and put that in rules. That way when I add 250=NAWLL2, I know its internal number, that is what FA2 also shows as 0xfa which is 250. Even if I put 5000=NAWLL2 or ABCD=NAWLL2 it will connect. The main limitation is you can have a max of 255 overlays only. And game refers to internal number for hardcoded stuff like ore/tiberium or bridges, so you can't change their position. Walls can be anywhere, it is not hardcoded to a slot or number. But if you change their index, existing maps will still be referring those index and the game will crash. So when adding new overlays use Mig Eater's list and see which can be replaced. QUICK_EDIT
When WAE gives you to draw connected walls then use WAE for it. If you open the map in FA2 after its done in WAE, those will remain.
There could be some obscure reason like you might have made a 1 frame wall first and left in a place where patched FA2 is able to use it but it is in-accessible to game/WAE. I can't guess. QUICK_EDIT
I'm going to make a post later describing my research on the topic of overlay indexing, in my tests those gaps need to exist and get filled with the overflow.
I recommend you DO NOT change the indexes of the overlays list. You never address them manually anyway so it's not terribly important what they are, except that the game finds the right ones when the map expect it. _________________ http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai QUICK_EDIT
The list index numbering I shared is from Ares dump types command, that is how game uses it. I have been using this list for years. All tools that access overlay content in maps use it this way - FA2/WAE/Map Renderer etc. The TS community uses TSClient where list is numbered like this.
You can have any number/text in the list index but when there is a limit of 255 that is 0-254 overlays and you want to find references of overlay index in map editors/game, numbering like this helps. QUICK_EDIT
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