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Navy SEAL
Energy Commando


Joined: 01 Dec 2005
Location: Estland

PostPosted: Mon Mar 26, 2018 5:01 pm    Post subject:  Old issues Reply with quote  Mark this post and the followings unread

Ive been out of the game a long time, but is there any fix/tutorial for this.



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unit appears on top of the other unit
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Mar 26, 2018 5:15 pm    Post subject: Reply with quote  Mark this post and the followings unread


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Navy SEAL
Energy Commando


Joined: 01 Dec 2005
Location: Estland

PostPosted: Mon Mar 26, 2018 6:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

That small tank has x17, y11, z34, so it cant be that, they dont do that with buildings. I noticed that vanilla TS has the same issue.

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Tuc0
Missile Trooper


Joined: 26 Sep 2016
Location: Slovakia

PostPosted: Mon Mar 26, 2018 6:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

Clipping between units should not be affected by voxel bounds. This is how engine draws units. Depends on which of units arrived first to cell.

Unit that is already in cell have priority do be rendered on top.
Mammoths with #1 in this case.



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Navy SEAL
Energy Commando


Joined: 01 Dec 2005
Location: Estland

PostPosted: Mon Mar 26, 2018 6:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

So it cant be fixed?

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Tuc0
Missile Trooper


Joined: 26 Sep 2016
Location: Slovakia

PostPosted: Mon Mar 26, 2018 7:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

Probably not without any exe patch.
I am surprised that this render state is also saved into save file. When loaded, these units are still rendered like this

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Mar 26, 2018 8:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

added to the bugs topic


i noticed a similar bug during mapping for DTA
it makes a difference at which order units are placed in the map as well, which is most likely a side effect of this bug.

Lin Kuei Ominae in the DTA Staff Forum wrote:

[...] i had to notice a very ugly render layer bug, which happens only for the northwest direction of the train and i couldn't fix it.
It happened before during my tests and then it helped to change the order of the units in the map file.
for example from
0=Special,TRNRELOC,256,451,52,64,Guard,None,0,10,0,1,1,0
1=Special,TRNREWAG,256,450,52,64,Guard,None,0,11,0,2,1,0
2=Special,TRNREWAG,256,449,52,64,Guard,None,0,12,0,3,1,0
3=Special,TRNREEND,256,448,52,64,Guard,None,0,13,0,-1,1,0
to
0=Special,TRNREEND,256,448,52,64,Guard,None,0,13,0,-1,1,0
1=Special,TRNREWAG,256,449,52,64,Guard,None,0,12,0,0,1,0
2=Special,TRNREWAG,256,450,52,64,Guard,None,0,11,0,1,1,0
3=Special,TRNRELOC,256,451,52,64,Guard,None,0,10,0,2,1,0

It seems the game loads them in the order of the list, while not respecting the actual position on the map.
So by making sure the unit that should be rendered on the lowest layer is loaded first, and the unit rendered on the front is loaded last, the render layer can be a bit fixed.
But this doesn't seem to solve it when the train has once started to move around.

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Navy SEAL
Energy Commando


Joined: 01 Dec 2005
Location: Estland

PostPosted: Sat Apr 14, 2018 5:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

Next one, why does buildings lose their health over time. You build them and couple minutes later they are a bit damaged. Why is that?

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Tuc0
Missile Trooper


Joined: 26 Sep 2016
Location: Slovakia

PostPosted: Sat Apr 14, 2018 5:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

Navy SEAL wrote:
Next one, why does buildings lose their health over time. You build them and couple minutes later they are a bit damaged. Why is that?

When out of power, buildings take damage over time. It can be set in rules.ini
Code:
DamageDelay=1           ; minutes between applying trivial structure damage when low on power

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Navy SEAL
Energy Commando


Joined: 01 Dec 2005
Location: Estland

PostPosted: Sat Apr 14, 2018 7:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ok, makes sense now. Thanks!. Another question. I want to make ammo crates explode like they do in ra2, is it possible in TS. Explodes=yes works vehicles only and Barrel=yes doesnt seem to have any effect.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sat Apr 14, 2018 7:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

In TI, i've added a custom explosion to them. Then gave this explosion in art.ini lots of damaging debris for some area damage. (ammo crate got flying debris of cannon balls, missiles and several mg PIFF anims to resemble ammo cooking off)
In DTA we've used a particle system.

Explodes=yes works only if the object has a weapon, including buildings.
If an object is destroyed which has a weapon and Explodes=yes, its amount of hitpoints is used as the Damage value with the Warhead of the weapon. Give the warhead a particle system like the chemical missile and you have over a 3x3 area some nice distributed particles, which in turn can do as much damage as you want.
This is also the way used in DTA to give barrels a big explosion radius.


Barrel=yes works on OverlayTypes only

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X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

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Navy SEAL
Energy Commando


Joined: 01 Dec 2005
Location: Estland

PostPosted: Sat Apr 28, 2018 3:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

Can somebody plz explain how the ZFudge things work in TS, their values and so on. I made an empty section for a tank to remove wobble effect but it still appears through buildings.

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Tuc0
Missile Trooper


Joined: 26 Sep 2016
Location: Slovakia

PostPosted: Sat Apr 28, 2018 4:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

Navy SEAL wrote:
I made an empty section for a tank to remove wobble effect but it still appears through buildings.

Try to make the extra body section as small as possible, just enough to fit turret in there. Also cropping redundant dimensions from turrets/barrels should help too.

Navy SEAL wrote:
Can somebody plz explain how the ZFudge things work in TS, their values and so on.

There are for options for ZFudge, but none of these is meant for buildings.

ZFudgeCliff     // fudge for units behind cliffs showing through rocks
ZFudgeColumn     // fudge for units behind bridge overpass support columns
ZFudgeTunnel     // fudge for unit behind tunnel entrances
ZFudgeBridge        // fudge for unit under bridge

The greater value, the more will be unit hidden behind mentioned objects.
For Buildings it you can only adjust the whole building by NormalZAdjust, lower value should do make building to be rendered higher - increasing priority to be drawn over other objects. IIRC -24 value should be rendered higher, same as +1 height level. I think these ZAdjust values are not the same over whole building foundation. For example: on 3x3 building, the center should have ZAdjust=0 and the north cell should have -24. I can shift the offset by ZShapePointMove=  X, Y values in art.ini

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