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BySc
Cyborg Artillery


Joined: 07 Jul 2013
Location: Turkey

PostPosted: Wed Aug 10, 2016 2:48 pm    Post subject:  Questions Reply with quote  Mark this post and the followings unread

- Any easy way to find shp buildings offset like a Offset: 41, -54
- New buildings crash if i cant change UseTilesetCode: true to UseTilesetCode: false i how can i fix thath.
-How can i create heal ring like a in ares.
-Any easy way to import red alert 2 rules and art code to openra.
- ora original lightning not good enough, i seed topic for thath but i cant find good result.
Thanks for all help.

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Nolt
Cyborg Firebomber


Joined: 25 Apr 2012
Location: Chile

PostPosted: Wed Aug 10, 2016 3:06 pm    Post subject: Re: Questions Reply with quote  Mark this post and the followings unread

BySc wrote:
- Any easy way to find shp buildings offset like a Offset: 41, -54

Prolly no, just trial and error, mind you iirc negative values on the y variable (second number) will move the sprite a bit up, you should see the mod.yaml file and grab the cell size from there to get a reference.
BySc wrote:
- New buildings crash if i cant change UseTilesetCode: true to UseTilesetCode: false i how can i fix thath.

Look for the theather data on mod.yaml, you will need to rename the second letter of the sprite to whatever it's set up to be, similar to vanilla ra2 and ts.
BySc wrote:
-How can i create heal ring like a in ares.

Add a UpgradeActorsNear to your aura giver unit and SelfHealing on the units meant to receive the buff, and set it so it becomes enabled with the upgrade UpgradeActorsNear is meant to deliver, example.
Code:
   SelfHealing@nerfpls:
      Step: 3
      Delay: 100
      HealIfBelow: 100
      UpgradeTypes: batteryboost
      UpgradeMinEnabledLevel: 1

   UpgradeActorsNear@huehuehue:
      Upgrades: batteryboost
      Range: 12c0

BySc wrote:
-Any easy way to import red alert 2 rules and art code to openra.

No idea.
BySc wrote:
- ora original lightning not good enough, i seed topic for thath but i cant find good result.


Atm your best bet is to create shp based lights using alpha palettes. see this and also the tiberian sun light posts, Marn's TS mod has a ton of uses of these sprite lights.

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Creator of Shattered Paradise .
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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Wed Aug 10, 2016 3:14 pm    Post subject: Re: Questions Reply with quote  Mark this post and the followings unread

BySc wrote:
- Any easy way to find shp buildings offset like a Offset: 41, -54
Any easy way to import red alert 2 rules and art code to openra.


See https://github.com/OpenRA/OpenRA/blob/bleed/OpenRA.Mods.TS/UtilityCommands/LegacySequenceImporter.cs#L61 and onwards for how to calculate offsets - this is part of the art.ini importer. Everything nonbuildings shouldn't need an offset set.

Yes, there is an art.ini and rules.ini importer now, but the result is a mess and a lot of tags will be missing. The art.ini one is useful, but you end up better with recoding your mod from scratch instead of relying on the rules importer.

If under lighting, you mean voxels, play with the RenderVoxels ligfhting options. Also beware that OpenRA does NOT automatically figures out the proper normal settings - using the TS normals palette on a voxel with RA2 normals or vice versa will look bad.

_________________
"If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more...

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