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.
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. _________________ SHP Artist of Twisted Insurrection: Nod buildings
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.
_________________
Last edited by MirceaOfRivia on Sun May 05, 2019 9:34 pm; edited 1 time in total QUICK_EDIT
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. _________________ SHP Artist of Twisted Insurrection: Nod buildings
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.
Posted: Tue May 07, 2019 11:47 am Post subject:
Tree
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 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. _________________ SHP Artist of Twisted Insurrection: Nod buildings
(Comment removed because it was cringe.) _________________ C&C community is rotten. Last edited by twistedconversion on Fri Oct 15, 2021 12:16 pm; edited 1 time in total QUICK_EDIT
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 _________________
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. _________________ SHP Artist of Twisted Insurrection: Nod buildings
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! _________________
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. _________________ SHP Artist of Twisted Insurrection: Nod buildings
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. _________________ SHP Artist of Twisted Insurrection: Nod buildings
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. _________________ QUICK_EDIT
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. _________________ SHP Artist of Twisted Insurrection: Nod buildings
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?
makes me wish tiberian sun had this stuff originally. pretty cool. its a shame cncnet wont keep upgrading tiberian sun multiplayer with this stuff. QUICK_EDIT
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?
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? _________________
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. _________________
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
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,
_________________
Last edited by MirceaOfRivia on Sat May 11, 2019 3:37 pm; edited 1 time in total QUICK_EDIT
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. _________________ SHP Artist of Twisted Insurrection: Nod buildings
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. _________________ SHP Artist of Twisted Insurrection: Nod buildings
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.
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.
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. _________________ SHP Artist of Twisted Insurrection: Nod buildings
@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?
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. _________________ SHP Artist of Twisted Insurrection: Nod buildings
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:
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. _________________ SHP Artist of Twisted Insurrection: Nod buildings
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. _________________
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
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!! _________________ Victory! QUICK_EDIT
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. _________________ SHP Artist of Twisted Insurrection: Nod buildings
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. _________________ Victory! QUICK_EDIT
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