Posted: Tue Nov 20, 2007 8:39 pm Post subject:
TS Pyramid Attack Animation
I have created a Nod Pyramid Attack Animation and maybe could someone help me. I can't insert it as any Animation, what I have to do? Did I do something wrong?
[NTPYRA]
Name=NOD Pyramid
Strength=1500
Armor=heavy
TechLevel=1
Adjacent=2
Sight=0
Owner=Nod
Cost=100 ;to build it fast
Points=60
Power=40
Capturable=true
Sensors=yes
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=9
ThreatPosed=0 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=1150, 660, 475
I also would be happy about some coments
How I can convert the shp file into a .gif file to attach it here? What do I need for this operation?
_________________
Think of me as Nordos, 'cause Banshee wouldn't rename me Last edited by Ordosherrscher on Tue Nov 20, 2007 9:00 pm; edited 1 time in total QUICK_EDIT
[NTPYRA]
Name=NOD Pyramid
Strength=1500
Armor=heavy
TechLevel=1
Adjacent=2
Sight=0
Owner=Nod
Cost=100
Points=60
Power=40
Capturable=true
Sensors=yes
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=9
ThreatPosed=0 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=1150, 660, 475
It is in the conquer mix (my game is a little bit changed - many unused things are in the mix files but it doesn't matter...) and in the ecache.mix which is in the expand01.mix file. The CABAL Groundlaser and a new Engineer Image are both in the conquer section and borth work. Only the pyramid doesn't want _________________
Think of me as Nordos, 'cause Banshee wouldn't rename me QUICK_EDIT
1. you wrote that you want to have it as a firing animation, but added it as a buildup anim. A buildup is for the construction anim of a building!
Firing anims are not defined in art.ini this way!
You have to add it in rules.ini to the pyramid NAPYRA with the tags
Turret=no
TurretAnim=NAPYRAMIDATTACK
TurretAnimZAdjust=-125
also a weapon is needed to make the firing anim work.
in art.ini it is necessary to add the tag
ChargeAnim=yes
to NAPYRA
you also have to specify the firing anim in art.ini
[NAPYRAMIDATTACK]
Rate=0
Surface=yes
NewTheater=yes
Start=0
LoopStart=0
LoopEnd=37
2. Your shp isn't correct. All TS SHPs are based on normal image frames and shadow frames. First image and then shadow. You totally forgot the shadow frames. Your current shp has 37 frames for the anim. Add another 37 blank (black) frames for the shadow.
Furthermore, firing anims in TS play to the last frame and then fire the weapon. Thats why your closing anim shouldn't work as expected and is actually played before the weapon is launched.
For more information how a firing anim works look at the original NAOBEL (Obelisk of light) and the two Cabal obelisks OBL1 and OBL2.
Also 37 frames could be too long. you should shorten this a bit.
To improve the performance you should also draw all parts that aren't animated to black. Black is transparent ingame and this way the original building shows through the anim. Right now your anim overlays the whole building, why when damaged, the anim would make the building look like undamaged.
3. Your shp is called NAPYRAMIDATTACK (for snow theater), what makes the game think that there exists another anim NTPYRAMIDATTACK for the temperate theater. This is another reason why your anim couldn't be played, if you always test this on temperate maps only.
Rename your anim (also make it shorter; i recommend not more than 8 characters) so it hasn't NA,NT,GA,GT,CA or CT as the first two letters and then remove the tag NewTheater from the firing anim in art.ini.
4. to make a gif, you can use SHP-Builder but then the colors are messed up (File/export-> SHP->images). Better use XCC Mixer to extract the frames, then use a third party programm like easy gif animator to make a gif from the frames
1: I've tried to make it work as a fire Animaton, but it doesn't work, so I changed it to the BuildUp Animation
2: Ok, I will terminate the last frames to blank, but how I get the pyramid close then? I mean, it will be in one Frame done, or not? Ahh, thanks for the black tip. I thougt, I would have to make another Animation... It's my first one, so I didn't knew it
3: Ok, I will rename it
4: I tried, but there were only Bitmaps and JPGs file to choose from... Do I have to download another part of the editor to make .gif files?
Thanks for the help _________________
Think of me as Nordos, 'cause Banshee wouldn't rename me QUICK_EDIT
It's allright. I would rather have seen the hatches open instead of drop.
Also, I think that it should be like a hole or something instead of a hole opening under the doors. _________________ Please, read the signature rules of the forum. QUICK_EDIT
I'm pretty sure you are not supposed to define any new animations after 707, it causes internal errors when loading savegames. Use any unused slots there is(and there is enough for quite a lot of animations). QUICK_EDIT
Never ever put them in between Add your anims after 707=INVISO!
If you have firestorm or the latest patch make the following.
First: copy all animations from the firestrm.ini into your rules.ini and put them after 707=INVISO. give them new numbers, bigger than 707.
Also copy them from artfs.ini to your art.ini.
Then after the firestorm animations add your own animations.
If you don't add the firestorm anims and put your own there or even put your own in between the list you mess up the game causing the good old savegame bug.
Oh, thanks, didn't knew... There aren't many details. It was only a try and I wanted to know, what do you think of it...
Should the Animation have the same size like the original building, or could I make it smaller? Do I have to write another thing in the .ini's then?
Update
Sorry, but can anyone make a .gif file, please? I can't make them with my editor...
PYRAATTe.shp
Description:
That is an experiment. I would be happy about some comments.
PYRAATTe would look odd if you haven't changed the original Pyramid shp too, because you add some new detail.
The size on both should work, but you have to adjust them with ActiveAnimX and ActiveAnimY in art.ini, so that the anim is placed correct.
However you'll get problems to make it look good ingame, because the anim doesn't replaces the part on which it is placed but rather only played over the part. Thats why as soon as your anim opens, the top of the building starts to shine through. You simply can't remove something from a buildings shape, using an attack anim.
The only way to change the shape of a building with an anim, is using the anim as an active anim, thus playing always, and removing the part of the building where the anim plays.
If you want to add new anims you should take a look here
This is a tutorial describing, how to add FS stuff to TS, avoiding this way savegame bugs and allowing to add new animations after 707=INVISO _________________ SHP Artist of Twisted Insurrection: Nod buildings
Thanks. The PYRAATTe was only an experiment. I wanted a feedback from the users If i'm going to use it, I will naturaly change the original shp _________________
Think of me as Nordos, 'cause Banshee wouldn't rename me QUICK_EDIT
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum You cannot attach files in this forum You can download files in this forum