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Tiberian Sun: WarZone
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MirceaOfRivia
Medic


Joined: 16 Apr 2019

PostPosted: Sun May 05, 2019 7:24 pm    Post subject:  Tiberian Sun: WarZone
Subject description: I need help XD
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Hello there.

I'd like to present to you guys my mod Tiberian Sun: WarZone (a graphical overhaul with a focus on Michael Bay action *everything's made to blowup*)

I started this mod in 2009 with one dream and no clue on what I was doing, now, I kinda proud of my abomination.

Here's just a small sample:






And some videos!
https://www.youtube.com/watch?v=ZmhvVKN7-HI&t=443s


So, now to the point, I'm writing this post to ask for help. Like I said, I don't, know what I'm doing, and this is can be seen in the fact that I can't get around the save bug because my mod surpasses the 707 animations and I, well I used TibED and now my ini file look like a murder scene. What can I say, by the time I found the tutorials showing how to start a modding the proper way I was neck deep in shit. Now I know the first and proper thing is to satrt all over from scratch cuz theres no saving this train wreck. So I'm looking for advice on how to privent the error how to surpass the 707 animation limit or how to fix the mod.

The main issue is the save bug that makes the campaign unplayeble, everybody's been asking me to fix it but its way above me at this point as in my limited time and knowledge.

I'm also looking for some one that great with final sun and can help me implement the new units into the campaign, I know its asking much but if you're intrested let me know cuz god know I need the help.

*Note I use a bunch of models colected from forums and other creators so I'm not monetizing this mod, tis is for C&C fans and it's my contribution to the fandom.

You can check some old versions here: https://www.moddb.com/mods/tiberian-sun-warzone

And more videos on my channel here: https://www.youtube.com/channel/UCi1ezbbk4XY8eHtBzNJrr8Q/videos?view=0&sort=dd&shelf_id=1&view_as=subscriber

And before you ask, yes I have a Yuri verion in the making but thats for future plans.[/url]

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun May 05, 2019 8:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

That's some pretty nice art.ini magic. well done.

in this video, i noticed a bug
at 6:47, the Titan needs ProjectileRange set to prevent ROT=1 projectile from flying far away.

I was really hyped about this, until I read on modDB
Quote:
the biggest problem with this mod is the load/save feature crashing.
I've spent some considerable time looking into the matter and have narrow it down to the way Tibed edit's the rules.ini file.

So what does this mean?

you really did that with TibEd?  Pretty impressive considering the limitations you set yourself under without editing the inis in text editor.
Using that tool is frowned upon in the community, exactly because it produces errors and never gives you full modding power over the inis.

Right now i'd say you have firestrm.ini still used, which includes an [Animations] list, while you've added your own anims to rules.ini.
This is known to cause savegame crashes.
You have to first move all anims from firestrm.ini to rules.ini, then add your own anims after that.

It might be good if you move your mod to the TS Client. Base it on the TS Clients inis, as these have already lots of bugs fixed,
then move your stuff over. Using a text editor of course, as you'll surely notice a lot more bugs created by TibEd.

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5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

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MirceaOfRivia
Medic


Joined: 16 Apr 2019

PostPosted: Sun May 05, 2019 9:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well Not knowing what are the rules, TibEd was a starting point.

As for the bug trust me the code looks like this

Code:
[GunShell2]
High=yes
Shadow=no
Proximity=yes
Ranged=yes
Image=DRAGON2
IgnoresFirestorm=yes
Acceleration=55
RetargetAccuracy=1
VeryHigh=yes
Bouncy=yes
ROT=1


Any suggestions? maybe I messed up something else?

So just add the Firestorm animations in the rulse.ini?
I mean what about the 707=Invi limitation cuz that's killing me right now, my mod hold like 830+ animations (originals + modded)

- Unrelated, yes everything is done with Tibed except the drop pod inf change and the tiberium hard code so I can green and blue explosions for the tib and an extra debri explosion for every plane.



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Last edited by MirceaOfRivia on Sun May 05, 2019 9:34 pm; edited 1 time in total

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MirceaOfRivia
Medic


Joined: 16 Apr 2019

PostPosted: Sun May 05, 2019 9:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

It's weird that the load save issue is not present in Yuri's, yet Tibed caped my animation at some point, didn't let me add any other.


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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun May 05, 2019 9:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

that's the projectile code
add to the weapon code
ProjectileRange=8
usually you set it 1 or 2 cell higher than what you have on Range.

RetargetAccuracy is useless. This is for Airburst/Splits logic.
Bouncy=yes doesn't work with ROT>0 projectiles, so this key is useless too.
VeryHigh isn't advisable, since that tells a missile to fly very high, while with ROT=1 you want it to fly parallel to the ground. So having this set, can cause strange sideeffects.


[Animations]
normal rules.ini anims
:
707=INVISO
;add now the firestrm.ini anims
708=WEBGUY
709=WEB
710=K_LIGHT1
711=K_LIGHT2
712=MWAR_1
713=MWAR_2
714=MWAR_A
715=MWAR_B
716=MWAR_C
717=MWAR_D
718=MWARMK
719=DLIMP_A
720=DJUGG
721=DJUGG_A
722=DJUGGMK
723=MSTLMK
724=MSTL_A
725=DEFDMK
726=CORE_A
727=CORE_AD
728=CORE_B
729=CORE_BD
730=CORE_C
731=CORE_CD
732=OBL1_A
733=OBL1_AD
734=OBL1_B
735=OBL1_BD
736=OBL1_C
737=OBL1_CD
738=OBL2_A
739=OBL2_AD
740=OBL2_B
741=OBL2_BD
742=OBL2_C
743=OBL2_CD
744=DEFD_EXP
745=MEMPFX
;now add all your new anims
746=NEWANIM
:

MirceaOfRivia wrote:
It's weird that the load save issue is not present in Yuri's, yet Tibed caped my animation at some point, didn't let me add any other.

YR has no second ini like firestrm.ini which is parsed in addition to the main rules.ini and adds, changes and edits stuff afterwards.

TibEd is stupid. Don't use it. You'll get no help here for modding issues if you keep using that thing.

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MirceaOfRivia
Medic


Joined: 16 Apr 2019

PostPosted: Sun May 05, 2019 10:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

Got it. Tibed is a no go.

By the way, can you tell me if there's a way to give voxel debris a warhead logic, I mean like the planes, I mean the water gives different H2O_exp depending on the firepower for falling plane or a projectile hitting it but for every debris, it uses the default H2O_exp which is ok for small debris but not a full vehicle hull.

voxel debri

Code:
[HARV_H]
Elasticity=0.1
MinAngularVelocity=5.0
MaxAngularVelocity=20.0
Duration=150
MinZVel=20.5
MaxZVel=45.0
MaxXYVel=24.0
ExpireAnim=HARVEXP
DamageRadius=50
Damage=150
Warhead=HE
BounceAnim=BDUST







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MirceaOfRivia
Medic


Joined: 16 Apr 2019

PostPosted: Sun May 05, 2019 10:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well, I got a lot to sort out. Good thing I'm on break.

So this is what it looks like and I'm having the Save/load bug I did add the firestorm animations, must have missed something.


Anyway, I'll start from scratch using Notpad++ and remake the mod.

\edit LKO: long list of anims put in spoiler tags
Spoiler (click here to read it):
1=TWLT100
3=ELECTRO

240=TWLT026
241=TWLT036
242=TWLT050
243=TWLT070
244=TWLT100
245=TWLT070T
246=TWLT100I
250=S_BANG16
251=S_BANG24
252=S_BANG34
253=S_BANG48
260=S_BRNL20
261=S_BRNL30
262=S_BRNL40
263=S_BRNL58
270=S_CLSN16
271=S_CLSN22
272=S_CLSN30
273=S_CLSN42
274=S_CLSN58
280=S_TUMU22
281=S_TUMU30
282=S_TUMU42
283=S_TUMU60
290=RING1
291=IONBEAM
12=SMOKEY
13=BURN-S
14=BURN-M
15=BURN-L
22=H2O_EXP1
23=H2O_EXP2
24=H2O_EXP3
25=PARACH
26=PARABOMB
28=RING
30=PIFF
32=FIRE3
33=FIRE2
34=FIRE1
35=FIRE4
42=GUNFIRE
43=TWINKLE1
44=TWINKLE2
45=TWINKLE3
47=MONEY
48=MLTIMISL
49=HEALONE
50=HEALALL
51=ARMOR
52=CHEMISLE
53=CLOAK
54=FIREPOWR
63=MGUN-N
64=MGUN-NE
65=MGUN-E
66=MGUN-SE
67=MGUN-S
68=MGUN-SW
69=MGUN-W
70=MGUN-NW
71=SMOKLAND
72=VETERAN
73=REVEAL
74=SHROUDX
82=GAPOWR_A
83=GAPOWR_AD
84=NARADR_A
85=NARADR_AD
90=GAWEAP_1
91=GAWEAP_2
92=GAWEAP_A
93=GAWEAP_B
94=GAWEAP_C
95=GAWEAP_D
96=GAPILE_A
97=GAPILE_B
98=NAPULS_A
99=GACTWR_A
100=GACTWR_B
101=GACTWR_C
102=GACTWR_D
103=GAPILE_C
104=GAWEAP_1
105=GAWEAP_2
106=GAWEAP_A
107=GAWEAP_B
;108=GACOMM_A
;109=GACOMM_B
;110=GACOMM_C
;111=GACOMM_D
;112=GACOMM_AD
113=NASTLH_A
114=NASTLH_AD
115=GACNSTMK
116=GACNST_A
117=GACNST_AD
118=GACNST_B
119=GACNST_C
120=GACNST_CD
121=GACNST_D
122=NAHAND_A
123=NAHAND_B
124=NAHAND_BD
125=GAPILE_CD
126=NATMPL_A
127=NATMPLMK
128=NAREFN_A
129=NAREFN_B
130=NAREFN_C
131=GAHPAD_A
132=GAHPAD_AD
133=GAPOWR_B
134=GADEPT_A
135=GADEPT_AD
136=GADEPT_B
137=GATECH_A
138=GATECH_AD
139=NATECH_A
143=NAWAST_A
144=NAWAST_AD
145=NAWAST_B
146=NAWAST_BD
147=NAOBEL_A
148=NAMISL_A
149=NAMISL_AD
150=NAMISL_B
151=NAMISL_BD
152=GAFIRE_A
153=GAFIRE_B
154=GAFIRE_C
155=NAREFN_AR
156=NAPOST_A
157=NAPOST_AD
158=NAPOST_B
159=WA01X
160=WA02X
161=WA03X
162=WA04X
163=WB01X
164=WB02X
165=WB03X
166=WB04X
167=WC01X
168=WC02X
169=WC03X
170=WC04X
171=WD01X
172=WD02X
173=WD03X
174=WD04X
175=TREESPRD
176=NAOBEL_B
177=GADEPT_C1
178=GADEPT_C2
179=GADEPT_C3
180=GADEPT_D
181=GADEPT_DD
182=GASILO_A
183=GASILO_AD
184=GASILO_B
185=GASILO_BD
186=NAPOWR_A
187=NAPOWR_AD
188=CAHOSP_A
189=NAAPWR_A
190=NAAPWR_AD
191=GASPOT_A
192=GASPOT_AD
193=CTDAM_A
194=CTDAM_AD
195=TUNTOP01
196=TUNTOP02
197=TUNTOP03
198=TUNTOP04
199=NTPYRA_A
200=NTPYRA_AD
201=PULSEFX1
202=GADPSAMK
203=METLARGE
204=METSMALL
205=METDEBRI
206=METSTRAL
207=METLTRAL
208=PULSBALL
209=GAFSDF_A
210=FSIDLE
211=FSAIR
212=FSGRND
213=CAARMR_A
214=GADPSA_A
215=GATICK_A
216=GATICKMK
;217=UFO
218=CAARAY_A
219=CAARAY_B
220=CAARAY_C
221=CAARAY_CD
222=CAARAY_D
223=CAARAY_DD
224=GAICBM_A
225=GAICBMMK
226=NAHPAD_A
227=NAHPAD_AD
228=GAKODK_A
229=GAKODK_AD
230=GAKODK_B
231=GAKODK_C
232=GAKODK_CD
233=NAMNTK_A
234=CTDAM_B
235=CTDAM_BD
236=CARYLAND
237=DROPLAND
300=GAPLUG_A
301=GAPLUG_B
302=GAPLUG_BD
303=GAPLUG_C
304=GAPLUG_D
305=GAPLUG_E
306=GAPLUG_F
307=GARADR_A
308=GARADR_AD
309=NASAM_A
310=EMP_FX01
320=DIG
400=VEINATAC
500=INFDIE
501=DIRTEXPL
502=PULSEFX2
510=DBRIS1LG
511=DBRIS1SM
512=DBRIS2LG
513=DBRIS2SM
514=DBRIS3LG
515=DBRIS3SM
516=DBRIS4LG
517=DBRIS4SM
518=DBRIS5LG
519=DBRIS5SM
520=DBRIS6LG
521=DBRIS6SM
522=DBRIS7LG
523=DBRIS7SM
524=DBRIS8LG
525=DBRIS8SM
526=DBRIS9LG
527=DBRIS9SM
528=DBRS10LG
529=DBRS10SM
550=DEATH_A
551=DEATH_B
552=DEATH_C
553=DEATH_D
554=DEATH_E
555=DEATH_F
556=DROPPOD
557=DROPPOD2
558=FLAMEGUY
600=EXPLOSML
601=EXPLOMED
602=EXPLOLRG
603=XGRYMED1
604=XGRYMED2
605=XGRYSML1
606=XGRYSML2
610=STEAMPUF
611=SMOKEY2
612=PULSE
613=WAKE1
614=WAKE2
618=BEACON
619=PODRING
620=CLDRNGL1
621=CLDRNGL2
622=CLDRNGMD
623=CLDRNGSM
700=CRYSTAL1
701=CRYSTAL2
702=CRYSTAL3
703=CRYSTAL4
704=BIGBLUE
705=SGRYSMK1
706=DROPEXP
707=INVISO

708=WEBGUY
709=WEB
710=K_LIGHT1
711=K_LIGHT2
712=MWAR_1
713=MWAR_2
714=MWAR_A
715=MWAR_B
716=MWAR_C
717=MWAR_D
718=MWARMK
719=DLIMP_A
720=DJUGG
721=DJUGG_A
722=DJUGGMK
723=MSTLMK
724=MSTL_A
725=DEFDMK
726=CORE_A
727=CORE_AD
728=CORE_B
729=CORE_BD
730=CORE_C
731=CORE_CD
732=OBL1_A
733=OBL1_AD
734=OBL1_B
735=OBL1_BD
736=OBL1_C
737=OBL1_CD
738=OBL2_A
739=OBL2_AD
740=OBL2_B
741=OBL2_BD
742=OBL2_C
743=OBL2_CD
744=DEFD_EXP
745=MEMPFX
746=NAWEAP_A
747=NAWEAP_AD
748=NATECH_AD

749=REAPRDIE
839=ARTY1
840=ARTY2
841=DEATH_G
842=DEATH_H
843=DEATH_I
844=DEATH_K
845=FIRE5
846=MMCH_DEATH
847=MMCH_DEATH2
848=MMCH_DEATH3
849=MMCH_DEATH4
850=MMCH_DEATH5
851=MMCH_DEATH6
852=MMCH_DEATH7
853=SPLAT-VISCEROID
854=LAS1
855=TGUN-E
856=TGUN-N
857=TGUN-NE
858=TGUN-NW
859=TGUN-S
860=TGUN-SE
861=TGUN-SW
862=TGUN-W
863=VGUN-N
864=VGUN-NE
865=VGUN-E
866=VGUN-SE
867=VGUN-S
868=VGUN-SW
869=VGUN-NW
870=VGUN-W
871=MMCH_DEATH8
872=FIREDEB1
874=FIREDEB2
875=FIREDEB3
876=FIREDEB4
877=FIREDEB5
882=FIRETRAIL
883=SMOKEYTT
893=PIFFPIFFVULC
894=PIFFLAS
895=PHOEXP
896=BUGGEXP
897=BIKEEXP
898=BDUST
899=BDUST2
900=IONDEB1
901=DBRSMIN
902=HARVEXP
903=HARVTEXP
904=HARVTEXP2
905=SPLAT-SMALL
906=SONICEXP
907=SONICEXP2
908=CASE
909=CASE2
910=INVGUN
911=CASE3
913=DBRSMIN2
914=DBRSMIN3
916=DBRSMIN4
917=DBRSMIN5
918=INVIGUN
919=DEATH_J
920=TIGUN-E
921=TIGUN-N
922=TIGUN-NE
923=TIGUN-NW
924=TIGUN-S
925=TIGUN-SE
926=TIGUN-SW
927=TIGUN-W
928=SMOKE_M
929=SMOKE_F
930=CYY1
931=CYY2
932=CYY3
933=CYY4
934=CYY5
935=CYB1
936=CYB2
937=CYB3
938=CYB4
939=BDUST3
940=BDUST4
941=BDUST5
942=NASAMT
943=NADPSA_A
944=NADPSAMK
945=WAKE3
946=FLASMK1
947=FLASMK2
948=FLASMK3
949=SONSMK1
950=BLOODEXP
951=DEATH_SPL
952=DEATH_SPL2
953=BLOODGIB
954=BLOODGIB2
955=DEATH_SPL3
956=DEATH_VIC
957=BODYDEB
958=TIBSMK
959=DEBSTIB1
960=DEATH_VIC2
961=SONICEXP3
962=REPEXP
963=BLOODGIB3
964=DEATH_RIP
965=DEATH_RIP2
966=BODYDEB2
967=BODYDEB1
968=DEATH_SPL4
969=DEATH_SPL5
970=BLOODEXP2
971=BLOODEXP3
972=DEATH_RIP3
973=BODYREP
974=BLOODEXP4
975=BLOODEXP5
976=BE1
977=BE2
978=BE3
979=BE4
980=BLOODGIBS
981=DEATH_SPL6
982=SPK_LAS
983=SPK_GR1
984=SPK_GR2
985=SPK_GR3
986=SPK_A1
987=SPK_A2
988=SPK_A3
989=SPK_LAS2
990=SPK_GR4
991=SPK_GR5
992=SPK_A4
993=SPK_A5
994=SPK_LAS3
995=SPK_LAS4
996=SPK_INV
997=PIFFLAS2
998=SPK_EXP
999=SPK_EA1
1000=SPK_EA2
1001=SPK_EA3
1002=SPK_EA4
1003=SPK_EA5
1004=SPK_ELAS
1005=SPK_ELAS2
1006=SPK_ELAS3
1007=SPK_ELAS4
1008=BLOODDEATH
1009=BODYREP2
1010=DEATH_RIP4
1011=DEATH_RIP5
1012=BODYREP3
1013=PIFFREP
1014=BIKEEXP2
1015=BUGGEXP2
1016=BODYDEB_2
1018=SPK_FIRE
1019=SPK_FIREG
1020=RUNFIRE
1022=FIRE6
1023=DEATH_RIP6
1024=BLOODGIB4
1025=BLOODEXP6
1026=CGUN-E
1027=CGUN-N
1028=CGUN-NE
1029=CGUN-NW
1030=CGUN-S
1031=CGUN-SE
1032=CGUN-SW
1033=CGUN-W
1034=INVGUN2
1035=CASE4
1036=CASE5
1037=TSMOKE1
1038=SPK_SMK
1039=ARTY3
1040=GUNFIRE2
1041=CASE6
1042=GUNFIRE3
1043=GUNFIREDUST
1044=GUNFIREDUST2
1045=GUNFIREDUST3
1046=GUNFIRE4
1047=CASES
1048=INVSNIPER
1049=CASED
1051=HGUN-E
1052=HGUN-N
1053=HGUN-NE
1054=HGUN-NW
1055=HGUN-S
1056=HGUN-SE
1057=HGUN-SW
1058=HGUN-W
1059=VCAN-E
1060=VCAN-N
1061=VCAN-NE
1062=VCAN-NW
1063=VCAN-S
1064=VCAN-SE
1065=VCAN-SW
1066=VCAN-W
1067=EXPLOLRG2
1068=EXPCHAIN1
1069=EXPCHAIN2
1070=EXPCHAIN3
1071=PLANEDEB
1072=IONEXP
1073=IONEXP2
1074=IONEXP3
1075=SPARKDEB
1076=TIBEXP1
1077=TIBSPK
1078=TIBSPK2
1079=TIBEXP2
1080=TIBEXP3
1081=TIBEXP4
1082=IONFIRE1
1083=IONFIRE2
1085=IMPACT
1086=DIRTHIT
1087=APHIT
1088=APHIT2
1089=APHIT3
1090=APHIT4
1091=HEHIT
1092=HEHIT2
1093=HEHIT3
1094=HEHIT4
1095=HEHIT5
1096=S_CLSN422
1097=S_CLSN582
1098=FIRE7
1099=FIRE8
1100=FIRE9
1101=FIRE10
1102=FIRE11
1103=FIRE12
1104=DEATH_VIC3
1105=VIC_DROP
1106=BLOODGIB22
1107=FIRE62
1108=DEATH_DEB1
1109=DEATH_DEB2
1110=DEATH_DEB3
1111=DEATH_DEB4
1112=DEATH_DEB5
1113=DEATH_DEB6
1114=DEATH_DEB7
1115=ENGDEB
1116=OIL_ANIM
1117=OIL_SPILL
1118=SPK_EXP2
1119=VEXP1
1120=VEXP2
1121=VEXP3
1122=VEXP4
1123=VEXP5
1124=VEXP6
1125=VEXP7
1126=VBANG
1127=OIL_SPILL2
1128=OIL_ANIM2
1129=OIL_ANIM3
1130=DEATH_A2
1131=DEATH_B2
1132=DEATH_C2
1133=DEATH_D2
1134=DEATH_E2
1135=DEATH_F2
1136=DEATH_G2
1137=DEATH_H2
1138=DEATH_I2
1139=DEATH_J2
1140=DEATH_K2
1141=BLOODGIBS2
1142=BLOODGIBD
1143=FIRE42
1144=FIRE52
1145=FIREDEB12
1146=DBRSMIN42
1147=DEATH_L
1148=DEATH_L2
1149=DEATH_M
1150=DEATH_M2
1151=DEATH_N
1152=DEATH_N2
1153=SPK_A1B
1154=DIRT_EX
1155=DIRT_EX2
1156=DIRT_EX3
1157=DIRT_EX4
1158=DIRT_EX5
1159=DIRT_DE1
1160=DIRT_DE2
1161=DIRT_DE3
1162=DIRT_DE4
1163=DIRT_DE5
1164=BDUSTB
1165=BDUST3B
1166=BDUST4B
1167=BDUST5B
1168=DIRTDEB
1169=H2O_EXP4
1170=WAKE4
1171=H2O_DROP
1172=H2O_FX
1173=H2O_FD1
1174=H2O_FD2
1175=H2O_FD3
1176=H2O_FD4
1177=H2O_FD5
1178=H2O_FX2
1179=H2O_FX3
1180=H2O_FX4
1181=H2O_FX5
1182=EMP_FX02
1183=SPK_A1B2
1184=SPK_A1B3
1185=SPK_A1B4
1186=Z_EXP
1187=PIFF_DE
1188=PIFF_DE2
1189=PIFF_DE3
1190=PIFF_DE4
1191=PIFF_DE5
1192=PIFF_EX1
1193=PIFF_EX2
1194=PIFF_EX3
1195=PIFF_EX4
1196=PIFF_EX5
1197=PI1
1198=PI2
1199=PI3
1200=PI4
1201=PI5
1202=PIFFEXTERN
1203=BDUSTPIFF
1204=BDUSTPIFF3
1205=BDUSTPIFF4
1206=BDUSTPIFF2
1207=BDUSTPIFF5
1208=BDUST2PIFF
1209=HPIFF_DE
1210=GUNJUGG
1211=BDUST3PIFF
1212=EMP_FX03
1213=GACTWR_E
1214=Z_EXPBIG
1215=FPI1
1216=FPI2
1217=FPI3
1218=FPIFFEX
1219=FPI_EX1
1220=FPI_EX2
1221=FPI_EX3
1222=FPI_DE
1223=FPI_DE2
1224=FPI_DE3
1225=SHA-SHELL
1227=HPPIFF_DE
1228=P_EXPCYB
1229=FLARESPOT
1230=MINIPIFFEX
1231=POD_EX
1232=POD_EX2
1233=POD_EX3
1234=PODDEB
1235=PODDEB2
1236=PODDEB3
1237=PODDEB4
1238=PODGLA
1239=POD_EX4
1240=DROPEXP2
1242=IONFIRE3
1243=IONFIRE4
1244=IONFIRE5
1245=ION_E1
1246=ION_E2
1247=ION_E3
1248=ION_DE1
1249=ION_DE2
1250=ION_DE3
1251=ADEATH_E1
1252=ADEATH_E12
1253=ADEATH_E2
1254=ADEATH_E22
1255=ADEATH_EN1
1256=ADEATH_EN12
1257=ADEATH_EN2
1258=ADEATH_EN22
1259=ABLOODGIB
1260=ANE1_D1
1261=ANE1_D2
1262=ANEN_D1
1263=ANEN_D2
1264=ADEATH_GE
1265=ADEATH_GE2
1266=AGEN_D1
1267=BODYREPCHK
1268=ACYB_D1
1269=ADEATH_GEB
1270=ADEATH_GEB2
1271=BODYREP3B
1272=DEATH_DEB8
1273=BODYREP22
1274=PIFF_DE1
1275=PIFFINFA1
1276=PIFFINFA2
1277=BDUSTG
1278=BEXP1
1280=BEXP1B
1281=BEXP1C
1282=BEXP1D
1283=BEXP1E
1284=BEXP2
1285=BEXP2B
1286=BEXP2C
1287=BEXP2D
1288=BEXP3
1289=BEXP4
1290=BEXP5
1291=BEXP3B
1292=BEXP4B
1293=BEXP5B
1294=BEXP3C
1295=BEXP4C
1296=BEXP5C
1297=BEXP3D
1298=BEXP4D
1299=BEXP5D
1300=BEXP2E
1301=BEXP3E
1302=BEXP4E
1303=BEXP5E
1304=FIREDEB1B
1305=DARKEN
1306=HARVESTR
1307=TIBNUKE
1308=TIBNUKE_A
1309=TIBNUKE_B
1310=TIBNUKE_C
1311=TIBNUKE_D
1312=TIBNUKEFALL
1313=LITBIG
1314=LITDEBRI
1315=LBOLT1
1316=LBOLT2
1317=LBOLT3
1318=CYY12
1319=TIBEXP22
1320=TIBEXP5
1321=TIBEXP23
1322=BTIBEXP1
1323=BTIBEXP2
1324=BTIBEXP3
1325=BTIBSPK
1326=FLOATERDIE
1327=SPK_VIC

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Team Black
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PostPosted: Mon May 06, 2019 5:15 am    Post subject: Reply with quote  Mark this post and the followings unread

This is some pretty neat stuff. Nice work!

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PostPosted: Mon May 06, 2019 6:25 am    Post subject: Reply with quote  Mark this post and the followings unread

Awesome!

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PostPosted: Tue May 07, 2019 11:47 am    Post subject: Tree Reply with quote  Mark this post and the followings unread

Hey, guys quick question.

1 Animated tree's - Can we add frames to the tree for wind swinging?

2 Force tib tree and blue tib tree use normal light?

- I mean I retextured my tib trees into cristal fives like C&C 3, but it's a bad contrast when tib glows and the source (tib tree) is darker.

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PostPosted: Tue May 07, 2019 12:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

This might be old school thinking, but what will all those animations do for game lag?

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PostPosted: Tue May 07, 2019 1:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well on SSD and GTX 1080 there's no prob, and on my I3 3th gen with 1 GB vram and 4 GB ram, still no prob.

So I guess on like an old school PC that 512 Mb ram this will crash and burn...

So it's not for retro PC, One way I made it work on large scale battles is to lower the TTK.

But If anybody wants to do a stress test in an online game I'm open to it.

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MirceaOfRivia
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PostPosted: Tue May 07, 2019 2:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

Bad news, the UMP and adding the FS animation didn't help, when you load the game freezes, no crash messages just a solid freeze.

After wasting two days on this I can say that the UMP creates more problem to my mod then it fixes.

So I'm gonna abandon the idea of fixing the save/load bug and think about another solution.

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PostPosted: Wed May 08, 2019 12:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

I just can't stop XD






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Lin Kuei Ominae
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PostPosted: Wed May 08, 2019 2:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

MirceaOfRivia wrote:
Hey, guys quick question.

1 Animated tree's - Can we add frames to the tree for wind swinging?

2 Force tib tree and blue tib tree use normal light?

- I mean I retextured my tib trees into cristal fives like C&C 3, but it's a bad contrast when tib glows and the source (tib tree) is darker.

1. only as dummy buildings with Selectable=false

2. Not that i know of. you can try UseNormalLight on them, but as a key for animations, i doubt it works.
though you could use the tibtree animation only, leave the tree itself invisible. Then place a dummy building on the same place which gets UseNormalLight on it's ActiveAnim that is showing the crystal/tibtree.
A bit more work for the mapper, but then you have your glowing tree.

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PostPosted: Wed May 08, 2019 6:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

(Comment removed because it was cringe.)

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PostPosted: Wed May 08, 2019 10:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:

2. Not that i know of. you can try UseNormalLight on them, but as a key for animations, i doubt it works.
though you could use the tibtree animation only, leave the tree itself invisible. Then place a dummy building on the same place which gets UseNormalLight on it's ActiveAnim that is showing the crystal/tibtree.
A bit more work for the mapper, but then you have your glowing tree.


OMG! that's it, trees that are buildings with tree exposing animations (splinters and tree barks and leaves), Need to test this, by god you are a genius!

Can I make them not show heath and/or make them so the infantry can pass through them?

Gonna do some work and have the results by tomorrow with some hope.

Thoughts on the voxel water thing? from earlier

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PostPosted: Thu May 09, 2019 6:56 am    Post subject: Reply with quote  Mark this post and the followings unread

LegalTarget=no
Bib=yes ;though that makes it passable for everything
Immune=yes
can help. Not sure if after the hack (applied to TS Client and mods), the unselected mouse over healthbar can be disabled for a certain object.

Tibtrees were never passable for infantry.
Though with Bib=yes (or Foundation=0x0), making the building passable, you still have to make the tibtree underneath passable. Not sure if
TemperateOccupationBits=
SnowOccupationBits=
works on them


Warheads are used and work for voxel debris.
Not sure why the high Damage isn't giving it a bigger water splash. 150 might be not high enough.

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PostPosted: Thu May 09, 2019 8:24 am    Post subject: Reply with quote  Mark this post and the followings unread

From what I can see the plane model that falls when a plane taken down explodes on impact with the water, also any projectiles also explode on impact with the water. The Voxel debris just has no contact with the water it only explodes when in contact with the solid ground.

As far as I know all debris shp or voxel pass-through and sink, they will not explode on impact.

A side note is there any way to add the wake to units sinking after ice crack?

I know its a small thing, but its kinda weird that there's no effect on the water when a big ass titan sinks.

Anyway, I really appreciate you're responses man, Thank you!

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PostPosted: Thu May 09, 2019 9:58 am    Post subject: Reply with quote  Mark this post and the followings unread

projectiles explode, when warheads have Conventional=no, which is default setting.
Only with Conventional=yes on the warhead, a projectile would cause a splash in water.

art.ini debris when they hit water, do no damage at all and always splash. A pretty annoying bug/logic which prevents using art.ini debris for area damage on water based targets.

Crashing aircraft use the warhead that is set on C4Warhead in the [CombatDamage] section. In TS that is HE, which is bad since it's used on many other things as well (like exploding tiberium, which uses C4Warhead too), thus you have a hard time to control the damage of crashing aircraft.


I don't know any way to give sinking units a special anim. I think WW added this first in RA2 for sinking ships.

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PostPosted: Thu May 09, 2019 11:50 am    Post subject: Reply with quote  Mark this post and the followings unread

It workes kinda, opinions?






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PostPosted: Thu May 09, 2019 1:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

Dummy building as tree?
Yeah, buildings block Floater projectiles in their path. A bit different than TerrainTypes, which simply let them move through.

I don't think you can do anything to make those building trees immune to small arms again (except by reserving an entire armortype for them). Anything that does damage, can kill them.

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PostPosted: Thu May 09, 2019 2:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'm just sad that this is not a valid option,

Code:
[TREE01]
Name=Tree
IsFlammable=yes
RadarColor=0,192,0
TemperateOccupationBits=4
SnowOccupationBits=6
Explosion=T_EXP1


so making buildings as trees are needed...

Code:
[TRE01]
Name=Tree
Image=TRE01
TechLevel=-1
Strength=50
Insignificant=yes
Nominal=yes
RadarInvisible=yes
Points=1
Armor=wood
Explosion=T_EXP1
MaxDebris=0
Selectable=no
IsBase=no
LegalTarget=no
Bib=yes ;though that makes it passable for everything


But using trees as cover that's nice feature.

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PostPosted: Thu May 09, 2019 6:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

Just make sure that all of those tree buildings are owned by the Special house on the map and then the Disc Thrower's discs will be able to pass through them again.

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Lin Kuei Ominae
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PostPosted: Thu May 09, 2019 9:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

maybe it would be better to use Overlays instead.
-they can be made passable Land=clear
-they can be made crushable (might look cool if a tank can run them over)
-using CellAnim they can get an animation

and they don't cause lag when used a lot on a map like buildings do.

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PostPosted: Fri May 10, 2019 7:17 am    Post subject: Reply with quote  Mark this post and the followings unread

Animations are definitely what makes this mod stand out. They have this retro look to them, and it fits. Keep it up!

You might want to increase the speed of some of the explosions, they look strangely slow-mo compared to the other animations.

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PostPosted: Fri May 10, 2019 9:16 am    Post subject: Reply with quote  Mark this post and the followings unread

Haven't tried the Overlay, I know it has the option (Explodes=yes) but can I add the specific animation used to explode or a special Warhead that includes this?

I'm not familiar with what I can do to overlays but if there's a possibility to add animations, I can make the dust and crack effects from C&C3 to the tib, I can add toxic gases.

Can you guys provide me with some guide lines on what is possible or a link to something like that, if not I'll still experiment

Side note, can I ask you, Mr. Crimsonum, how can I add my moddb stats to my signature like yours?

I would appreciate it Smile

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Mechacaseal
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PostPosted: Fri May 10, 2019 12:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

makes me wish tiberian sun had this stuff originally. pretty cool. its a shame cncnet wont keep upgrading tiberian sun multiplayer with this stuff.

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PostPosted: Fri May 10, 2019 2:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

MirceaOfRivia wrote:
Haven't tried the Overlay, I know it has the option (Explodes=yes) but can I add the specific animation used to explode or a special Warhead that includes this?


Exploding overlays use these flags from the [AudioVisual] section:

Code:
BarrelExplode=   ; animation to use when the overlay is destroyed
BarrelDebris=   ; voxel debris to spawn from the explosion
BarrelParticle=   ; particle system to accompany the explosion


Debris and particles are not always spawned by the explosion.

MirceaOfRivia wrote:
Side note, can I ask you, Mr. Crimsonum, how can I add my moddb stats to my signature like yours?


Here, paste this on your signature:

Code:
[url=https://www.moddb.com/mods/tiberian-sun-warzone][img]https://button.moddb.com/popularity/medium/mods/14337.png[/img][img]https://button.moddb.com/rating/medium/mods/14337.png[/img][/url]


It's very simple. On your mod's front page there's an embed section. The buttons are images, and the links to them are static. You can embed the images and they will update automatically as your ModDB stats change.

BTW, did you make all those new animations yourself?

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PostPosted: Fri May 10, 2019 2:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

makes me think of the deer fragments from Cruisin USA




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PostPosted: Fri May 10, 2019 2:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

Many thanks for the replay.

Quote:
BTW, did you make all those new animations yourself?


Yes, well kinda, one of my musts was not to stray far from the original style, so most of the animations are pixel modifications of the originals and some like the tib nuke and the ion cannon are made using assets from free forums that have those old stock animations feels. Thigs I noticed that RA2 and most mods try to add smoke and complex explosions animation that doesn't feel right, original TS uses fireballs, no smoke, no dust. so to contrast that I use my explosions on 450 rate, it's a personal preference.

As for the debris and the rest, some are made by me some are a combination of heavy edited Ra2/YR anim and some are cool stuff I found on the web.

Interesting stuff about the overlay I'll see what I can come up with.

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PostPosted: Sat May 11, 2019 2:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

Perfecting Tree technology!





This might be overly complicated but here's how I did it,

First, this was painful, I made 50 new "buildings" (25 tem and 25 sno) looking like this,

Temperate tree ;Art.ini
Code:
[TRE01]
Image=TRE01 ; tre01.shp
TerrainPalette=true ;the shp is using the tem palette
Normalized=yes
Foundation=1x1
FreeBuildup=true
NewTheater=yes
;ActiveAnim=   ;maybe later
;ActiveAnimZAdjust=  ;maybe later
Height=1 ;firestorm addition

Artic tree ;Art.ini
Code:
[ATRE01]
Image=ATRE01 ; atre01.shp
TerrainPalette=true ;the shp is using the tem palette
Normalized=yes
Foundation=1x1
FreeBuildup=true
NewTheater=yes
;ActiveAnim=   ;maybe later
;ActiveAnimZAdjust=  ;maybe later
Height=1 ;firestorm addition


Tree in Rules.ini

Code:
[TRE01]
Name=Tree
TechLevel=-1
Strength=10
Insignificant=yes
Nominal=yes
RadarInvisible=yes
Points=1
Armor=wood
Explosion=T_EXP1
MaxDebris=1
Selectable=no
IsBase=no
LegalTarget=no
Bib=yes


A lot of animations later

Code:
1348=T_BD1
1349=T_BD2
1350=T_BD4
1351=T_BD5
1352=T_B1
1353=T_B2
1354=T_B3
1355=T_B4
1356=T_B5
1357=T_L1
1358=T_L2
1359=T_LEAF
1360=T_LEAF2
1361=T_EXP1
1362=T_EXP2
1363=T_EXP3
1364=T_EXP4
1365=T_EXP

1371=AT_EX1
1372=AT_EX2
1373=AT_EX4
1374=AT_B1
1375=AT_B2
1376=AT_B3
1377=AT_B4
1378=AT_B5
1379=AT_L1
1380=AT_L2
1381=AT_SNK
1382=AT_LEAF2
1383=AT_EXP1
1384=AT_EXP2
1385=AT_EXP3
1386=AT_EXP4
1387=AT_EXP
1388=AT_SNK2
1389=T_SNK
1390=T_SNK2
1391=T_SNK3


Now, so, T_B* and AT_B* are tree debris T is for tem and AT is for sno. The only animation is T_EXP for the dust emanating when the tree gets shredded T_EXP* are just 1 frame dummy animations for spawning different tree debris. T_SMK is a copy of Smokey.shp and has a leaf flying in the air animation that run's at 140 Rate. Lastly, We got T_LEAF that is a leaf debri for variety and T_L* is a copy of the DEATH_A for leaf corpses (T_BD* same but for tree brach's).

There's a bit of difference between T_stuff and AT_stuff because one spawns leaves and ones spawns snow.

Now all I need to do is make a Copy of the AT_EXP and add some artic leaves for the trees that have leaves.

Opinions?

Update*

Looks ok,


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Lin Kuei Ominae
Seth


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PostPosted: Sat May 11, 2019 3:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

i don't like the delay between destroyed tree and beginning of debris spawn and how the debris are spawned over several frames, instead of all of them at the same time.
Show the important code bit of the explosion anims.
It seems you used way more anims than necessary and the code could be optimized a lot.

-Your Image keys are useless. The ID is the same.
-FreeBuildup is useless. It has no buildup in the first place and no need to tell it free the RAM after using it.
-Normalized is useless. It's a building, not an animation whose framerate needs to be always the same regardless of gamespeed setting.

-IsBase doesn't exist. WW also made the mistake of adding it to several buildings.
-MaxDebris is useless as there are no voxel debris defined.


btw, using trees as buildings you basically removed the forest fire logic

you now have to make the building fire logic work in a bigger area to affect nearby buildings. But while tree fire logic sets trees instantly on fire, buildings only start burning at half health, thus making it a lot harder to set an entire forest on fire.

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MirceaOfRivia
Medic


Joined: 16 Apr 2019

PostPosted: Sat May 11, 2019 3:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ok, let's see,

Code:
[T_BD1]
Rate=4
Flat=yes
DetailLevel=1
Surface=yes
AltPalette=yes
Translucency=25

[T_BD2]
Rate=4
Flat=yes
DetailLevel=1
Surface=yes
AltPalette=yes
Translucency=25

[T_BD4]
Rate=4
Flat=yes
DetailLevel=1
Surface=yes
AltPalette=yes
Translucency=25

[T_BD5]
Rate=4
Flat=yes
DetailLevel=1
Surface=yes
AltPalette=yes
Translucency=25

[T_B1]
Elasticity=0.0
MaxXYVel=10.0
MinZVel=25.0
ExpireAnim=T_BD1
LoopStart=0
LoopEnd=15
LoopCount=-1
RandomRate=120,300
DetailLevel=0
Bouncer=yes
TrailerAnim=T_SNK
TrailerSeperation=8
Spawns=BDUSTPIFF4
SpawnCount=1

[T_B2]
Elasticity=0.0
MaxXYVel=10.0
MinZVel=15.0
ExpireAnim=T_BD2
LoopStart=0
LoopEnd=15
LoopCount=-1
RandomRate=120,300
DetailLevel=0
Bouncer=yes
TrailerAnim=T_LEAF2
TrailerSeperation=2
Spawns=BDUSTPIFF3
SpawnCount=1

[T_B3]
Elasticity=0.0
MaxXYVel=10.0
MinZVel=25.0
ExpireAnim=T_BD1
LoopStart=0
LoopEnd=15
LoopCount=-1
RandomRate=120,300
DetailLevel=0
Bouncer=yes
TrailerAnim=T_SNK2
TrailerSeperation=8
Spawns=BDUSTPIFF4
SpawnCount=1

[T_B4]
Elasticity=0.0
MaxXYVel=15.0
MinZVel=20.0
ExpireAnim=T_BD4
LoopStart=0
LoopEnd=4
LoopCount=-1
RandomRate=120,300
DetailLevel=0
Bouncer=yes
TrailerAnim=T_SNK
TrailerSeperation=5
Spawns=BDUSTPIFF3
SpawnCount=1

[T_B5]
Elasticity=0.0
MaxXYVel=10.0
MinZVel=25.0
ExpireAnim=T_BD5
LoopStart=0
LoopEnd=4
LoopCount=-1
RandomRate=120,300
DetailLevel=0
Bouncer=yes
Spawns=BDUSTPIFF5
SpawnCount=1

[T_L1]
Rate=8
Flat=yes
DetailLevel=1
Surface=yes
AltPalette=yes
Translucency=25

[T_L2]
Rate=8
Flat=yes
DetailLevel=1
Surface=yes
AltPalette=yes
Translucency=25

[T_LEAF]
Image=T_L1
Elasticity=0.0
MaxXYVel=10.0
MinZVel=10.0
ExpireAnim=T_L1
LoopStart=0
LoopEnd=3
LoopCount=-1
DetailLevel=1
Bouncer=yes
Translucency=25

[T_LEAF2]
Elasticity=0.0
MaxXYVel=5.0
MinZVel=10.0
ExpireAnim=T_L2
LoopStart=0
LoopEnd=3
LoopCount=-1
DetailLevel=1
Bouncer=yes
Translucency=25
AltPalette=yes
Rate=120

[T_EXP1]
Next=T_EXP2
Start=0
End=1
TrailerAnim=T_B1
TrailerSeperation=1

[T_EXP2]
Next=T_EXP3
Start=0
End=1
TrailerAnim=T_B2
TrailerSeperation=1

[T_EXP3]
Next=T_EXP4
Start=0
End=1
TrailerAnim=T_B3
TrailerSeperation=1

[T_EXP4]
Next=T_EXP
Start=0
End=1
TrailerAnim=T_B4
TrailerSeperation=1

[T_EXP]
Start=5
End=17
TrailerAnim=T_B5
TrailerSeperation=2  ;this causes the delay spawn it spawns multiple
Translucency=50
Rate=240


I use MaxDebris=1 for the small fire spark that fly of the tree.

As for the fire spread thing, I don't use one for now.

So something like this,

Code:
[TRE01]
Name=Tree
TechLevel=-1
Strength=10
Insignificant=yes
RadarInvisible=yes
Points=1
Armor=wood
Explosion=T_EXP1
MaxDebris=1
Selectable=no
LegalTarget=no
Bib=yes

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sat May 11, 2019 5:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

you can use a dummy to spawn instantly multiple debris.
[T_EXP]
Start=0
End=1
TrailerAnim=DUMMY
TrailerSeperation=1

[DUMMY]
Image=CLRANIM ;SHP with 10 empty frames and 1x1pixel canvas size
Elasticity=0.0
MaxXYVel=1.0
MinZVel=-10.0 ;instantly hit ground
Rate=0 ;loop keys not necessary if it never changes the frame
DetailLevel=0
Bouncer=yes
Spawns=T_B5
SpawnCount=20 ;instantly spawn 20 of the T_B5


Also check if the other debris are really necessary. From the gif it looks like only 1 or 2 different types are actually visible ingame. The others so tiny/unremarkable that it might be better to remove them for the sake of a bit better performance.

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MirceaOfRivia
Medic


Joined: 16 Apr 2019

PostPosted: Sun May 12, 2019 10:24 am    Post subject: Reply with quote  Mark this post and the followings unread

Here's an interesting one, so I have this spark animation for lasers and welding spark...





And I was thinking, is there any way to add this animation as a particle system or to a particle system (referring on the sparks on the ground part).

I wanna make the "DamageParticleSystems=SparkSys" have this to mirror the cutscenes, but I'm bad add Part.Sys.



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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun May 12, 2019 11:40 am    Post subject: Reply with quote  Mark this post and the followings unread

I fear you have to remove all the spark anims.
Many players experience extreme lag when lots of particles are shown.
One of the exe disassembling pros once wrote, that each particle is like a full blown object like a unit/building. What you do there is spawning like hundreds of 1 pixel sized objects which all have to be synchronized in online games.

You can achieve the same with a single SHP anim showing sparks
e.g.

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MirceaOfRivia
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Joined: 16 Apr 2019

PostPosted: Sun May 12, 2019 12:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well, I don't use particles very much due to the lag issue like you say,
All my effects are shp based but instead of 1 pre-drawn shp I use many for a more dynamic effect.

I just wanna know if I can use 1 shp animation for the damaging effect instead of the spack.sys that's it

So I'm looking to make a sys that spawns one shp or plays one shp.

Cuz, DamageParticleSystems=A_SHP_ANIMATION, is not a valid entry.

Ok, maybe I'm explaining it badly.

All I want is for the spark to hit the ground and stay for like 0.5 sec/1 sec like the shp animation dose. So can I make a particle sys that spawns animations, I don't need it to do anything else, just exist for a fraction of a second and spawn an animation.

Pff, after looking into it, don't think there's a way to attached shp to voxels or make particle Systems spawn shp's, to bad cuz adding the dust effect to the hover units like to this projectiles would have been sweet.

I can clone the web sys and make the unit have a static spark frame but its not dynamic and looks bad on titans/mammoth/hover vehicles.


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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun May 12, 2019 3:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

Once in a PS (particlesystem) you can't get out of it again. You can't spawn any rules.ini object or art.ini object (anim, debris) from them.
PS also use the SHP directly. A graphic assigned to them ignores any art.ini section which that graphic might also have.
To control the SHP, PS have special keys like
StartStateAI=1        ;start shp frame
EndStateAI=4    ;end shp frame
StateAIAdvance=1    ;how many timesteps should pass before going to next shpframe
DeleteOnStateLimit=no   ;no=Loop the anim, yes=end the particle on last frame

One really cool effect PS can use as well is AlphaImage (a key which works on almost any objecttype). But AlphaImage is only removed again when used on non-moving objects, like stationary particles.
AlphaImage used on the railgun particle


MirceaOfRivia wrote:
All I want is for the spark to hit the ground and stay for like 0.5 sec/1 sec like the shp animation dose. So can I make a particle sys that spawns animations, I don't need it to do anything else, just exist for a fraction of a second and spawn an animation.

Isn't a BehavesLike=Smoke PS what you want? It lingers for a while and spawns in a well defineable interval particles (smokecloud)

A BehavesLike=Gas or WeakGas can also help, because such particles allow the usage of NextParticle.
So you can first create an invisible dummy particle for the delay and then switch over via NextParticle to the visible particle anim.

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MirceaOfRivia
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PostPosted: Sun May 12, 2019 6:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

Great tips, I'll look into it.

By the way, I think somethings wrong, after moving to the TS client with the UMP I can see that the Firestorm is ignoring friendly projectiles.

Is my memory bad?  I knew that the Firestorm wall block all projectiles friendly or foe, is there an option for this that I'm missing?

Do I need to add IgnoresFirestorm=no to all weapons?

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Tuc0
Missile Trooper


Joined: 26 Sep 2016
Location: Slovakia

PostPosted: Sun May 12, 2019 10:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

Only projectiles from owner can pass through, it does not apply even for allies.
Same with cloaking generator and sensor arrays.

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Tuc0
Missile Trooper


Joined: 26 Sep 2016
Location: Slovakia

PostPosted: Mon May 13, 2019 6:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

@LKO:
I am curious, have you distributed damage done in any special way (gameplay balance) for railgun PS and projectile?
Have that railgun and projectile similar trajectory when it comes to terrain obstruction / collision?


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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon May 13, 2019 8:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

No clue. It was just a graphics test and never made it into TI as a final weapon.

Dealing with cliffs, the projectile would be most likely stopped while the railgun passes through.

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Tue May 14, 2019 10:33 am    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
Image=CLRANIM ;SHP with 10 empty frames and 1x1pixel canvas size


Such a dummy anim isn't even necessary, you can just use Image=none and the animation will work just fine.

Also, if you want to make the amount of debris/spawned anims consistent, consider using TrailerAnim instead of Spawns. Especially when using dummy in-between anims. Spawns doesn't necessarily spawn any debris and hence it's unreliable. In addition, you don't need to define stuff like Bouncy or the velocity settings, so you might even be able to skip one or two in-between anims.

Example from TI, an impact spawning stray bullets:
Spoiler (click here to read it):
Code:
[MMGHITS]
Image=none
Start=0
End=2
TrailerAnim=MMGHIT1
TrailerSeperation=1

[MMGHIT1]
Image=none
Elasticity=0.0
MaxXYVel=50.0
MinZVel=-10.0
ExpireAnim=MMGPIFF1
Damage=5
DamageRadius=50
Warhead=SA
Spawns=MMGHIT2
SpawnCount=2
LoopCount=-1
Bouncer=yes

[MMGHIT2]
Image=none
Elasticity=0.0
MaxXYVel=50.0
MinZVel=-10.0
ExpireAnim=MMGPIFF2
Damage=5
DamageRadius=50
Warhead=SA
LoopCount=-1
Bouncer=yes

[MMGPIFF1]
Image=PIFFPIFF
Report=sibohit1
;Crater=yes

[MMGPIFF2]
Image=PIFF
Report=sibohit2

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Lin Kuei Ominae
Seth


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PostPosted: Tue May 14, 2019 10:56 am    Post subject: Reply with quote  Mark this post and the followings unread

Crimsonum wrote:
Such a dummy anim isn't even necessary, you can just use Image=none and the animation will work just fine.

no,  you need it for anything which should play for more than 1 frame
e.g. timer, dummies, debris
Using Image=none allows only a single frame. You would be left with the Rate key only to set its lifetime, which isn't sufficient enough for fine tuning dummy anims.

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Tue May 14, 2019 12:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

I see. But invisible dummy debris, like stray bullets, work even with just one frame, AFAIK. I guess you need Rate=0 to make sure it doesn't expire before hitting ground/obstacle.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue May 14, 2019 1:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

yeah, Rate=0 can help.

However when I started creating and experimenting with all the TI anim shenanigans, i often found anims not working at all without an image. IIRC there was also a problem with loading a savegame where an anim without an image is currently used.

So to simply make everything safe, i gave all anims the dummy SHP.
Better than relying on some undefined stuff which WW set with some unknown default value.

btw, my latest TI version has INVISO set, not none
Code:
[MMGHits]
Image=INVISO

IIRC the INVISO shp has only a single frame.

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Volgin
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Joined: 07 Mar 2009

PostPosted: Wed May 15, 2019 3:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

Your tree effects look ztyping amazing. This whole thread is a feast for the eyes. I think... considering how poorly the forest fire 'effect' works in TS? This is a major improvement.

Really curious to see what you want to do with civilian structures!!

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Lin Kuei Ominae
Seth


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PostPosted: Wed May 15, 2019 4:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

Volgin wrote:
I think... considering how poorly the forest fire 'effect' works in TS? This is a major improvement.

I think this is mostly due to the very poor original maps, which scarcely use trees in the first place.
Since it needs 2 trees standing on directly adjacent cells to jump over, which is a rare sight, and weapons hitting one also incinerate the other, you can barely see it in effect.

But by giving the trees a special fire anim that spawns invisible debris to set trees on fire that are farther away than a single cell, it can look and work quite well, like shown here.

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Volgin
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Joined: 07 Mar 2009

PostPosted: Sat May 18, 2019 12:43 am    Post subject: Reply with quote  Mark this post and the followings unread

Just curious, how long did that take to occur in game? It seems like this is a very very slow process in my experience, and it's not exactly going to impact combat with how much this is sped up, and even then the fire damage will be arbitrary to buildings.

I frankly feel my point still stands that while this was a good idea, it's a poorly implemented novelty that Westwood added.

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