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Building Animation Divisions
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cxtian39
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Joined: 11 Feb 2016

PostPosted: Thu Jan 04, 2018 1:18 am    Post subject:  Building Animation Divisions Reply with quote  Mark this post and the followings unread

I am planning an airfield with EFGH anims (SW anims) and these anims cast shadow on the pad anim. I know the pad anim need to be separated out so that it can be drawn under aircrafts rather than above, but then the pad anim cannot reflect the shadow/lightning those EFGH anims cast on it. Any thoughts?



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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Jan 04, 2018 1:37 am    Post subject: Reply with quote  Mark this post and the followings unread

Use the shadow frames of the rotating ball thing anims and see if the shadow can be cast on one of the other activeanims.

Other than that, you can't have a single animation to be both, above and below some other anim.
It's either one or the other, or you have to split that anim up into a low and a high part.


What does EFGH stand for?


On a different note:
Design wise i find these rotating balls pretty bad from a realistic point of view, as they would be meat grinders for any aircraft that tries land on the nearby pads.
After all they are big enough to cover 1/3rd of the pads next to them.
With aircraft in RA2 not being tiny either, actually even bigger than a cell, it would look pretty bad when they land/take off through those solid parts of the building.

When i made the Banshee landing pad for TI i had trouble to get the big voxel fit inside when landed, and the Banshee pad is a 3x3 building for only 1 docked aircraft. You have here a 3x3 for 4 aircraft and some pretty big anims.
I would suggest to reduce the amount of anims and make the landing area bigger, giving each pad more space for those huge RA2 voxels.

You'll also have trouble getting the anims sorted in the right render layer.
They must be behind landing aircraft, but in front of vehicles and buildings standing behind the building.

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TAK02
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Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Thu Jan 04, 2018 5:43 am    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
What does EFGH stand for?

[XYZ_E], [XYZ_F], [XYZ_G], [XYZ_H], etc. The generic names/naming for SW anims.
Lin Kuei Ominae wrote:
You'll also have trouble getting the anims sorted in the right render layer.
They must be behind landing aircraft, but in front of vehicles and buildings standing behind the building.

Can't that be done/optimized with ZFudge or another ART-flag?

Also: LKO is right, design-wise. Maybe re-ordering+rotating the building's components..?

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PussyPus
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Joined: 14 Jul 2015
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PostPosted: Thu Jan 04, 2018 10:02 am    Post subject: Reply with quote  Mark this post and the followings unread

Looks like a superweapon with mix of airpad to me

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Jan 04, 2018 10:51 am    Post subject: Reply with quote  Mark this post and the followings unread

@PussyPus: again offtopic and useless comment. If you don't have anything useful to say, you should consider to say nothing at all.

TAK02 wrote:
Can't that be done/optimized with ZFudge or another ART-flag?

Yes (via ZAdjust keys and probably also ActiveAnimX/Y offset keys in art.ini), but finding the right value isn't trivial and needs quite some trial and error testing.
That's why i wrote "trouble" and not "impossible" Wink

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TAK02
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Joined: 28 Jun 2015
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PostPosted: Thu Jan 04, 2018 11:01 am    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
finding the right value isn't trivial and needs quite some trial and error testing.
That's why i wrote "trouble" and not "impossible" Wink

Isn't there some value-table for that or something? Like, do we know what value is need at least to ensure no clipping at height x? One'd think something like that can be found by now, if there really is a connection and it isn't something much more complex (which I wouldn't doubt, as WW is/was famous for wacky code, apparently)
Lin Kuei Ominae wrote:
@PussyPus: again offtopic and useless comment. If you don't have anything useful to say, you should consider to say nothing at all.

Not really. His comment is on... POINT! Very Happy
(you may kill the 'retard' now)

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4StarGeneral
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Joined: 14 Sep 2006
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PostPosted: Thu Jan 04, 2018 3:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

@CXTian - Honestly how I go about it in 3DS Max is creating a blue matte texture (0,0,252) to throw on everything. Then turn off the ability to cast shadows on the parts that aren't the animation and leave shadows on for the animations. Render the shadows as the animation's.

For the glow it's a bit more difficult as you'll need to cut out the animated bits and composite the glow on top of the animation. OR you can be lazy and make everything but the airpad, an animation.

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cxtian39
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Joined: 11 Feb 2016

PostPosted: Sun Jan 07, 2018 10:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

Do you guys get this
Most frames of the soviet conyard production anim is above the unit but one or two frames of it get below
I didn't change the ini for that one



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MRMIdAS
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Joined: 17 Jul 2008

PostPosted: Mon Jan 08, 2018 12:12 am    Post subject: Reply with quote  Mark this post and the followings unread

wow that is odd, I haven't noticed that before, I'll have a look.

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cxtian39
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Joined: 11 Feb 2016

PostPosted: Wed Jan 10, 2018 6:47 am    Post subject: Reply with quote  Mark this post and the followings unread

SuperAnim= only plays the first frame of the animation while SuperAnimTwo= SuperAnimThree= and SuperAnimFour= will play all frames specified

I tried to add Start= LoopStart= LoopEnd= but there is no luck

So you can't use an animation with more than 1 frames to represent uncharged state of a SW?

Sad

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