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. _________________ Welcome to the unit, I´ll see you around.
Tiberian Sun 2.05:
https://www.moddb.com/mods/tiberian-sun-205 QUICK_EDIT
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 QUICK_EDIT
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.
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? _________________ Welcome to the unit, I´ll see you around.
Tiberian Sun 2.05:
https://www.moddb.com/mods/tiberian-sun-205 QUICK_EDIT
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. _________________ Welcome to the unit, I´ll see you around.
Tiberian Sun 2.05:
https://www.moddb.com/mods/tiberian-sun-205 QUICK_EDIT
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.
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. _________________ Welcome to the unit, I´ll see you around.
Tiberian Sun 2.05:
https://www.moddb.com/mods/tiberian-sun-205 QUICK_EDIT
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 QUICK_EDIT
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