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Need help with ActiveAnim
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Cranium
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Joined: 05 Dec 2009
Location: USA

PostPosted: Sun Aug 08, 2010 10:15 pm    Post subject:  Need help with ActiveAnim Reply with quote  Mark this post and the followings unread

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MRMIdAS
Energy Commando


Joined: 17 Jul 2008

PostPosted: Sun Aug 08, 2010 11:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

use a combination of animy and animx

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Darkstorm
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Joined: 20 Jan 2008
Location: Texas

PostPosted: Mon Aug 09, 2010 12:10 am    Post subject: Reply with quote  Mark this post and the followings unread

ActiveAnimZ?

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Bittah Commander
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Joined: 21 May 2003
Location: The Netherlands

PostPosted: Mon Aug 09, 2010 12:52 am    Post subject: Reply with quote  Mark this post and the followings unread

It's as MRMIdAS said; a combination of ActiveAnimX and ActiveAnimY has to be used. ActiveAnimZ doesn't exist and ActiveAnimZAdjust is used for changing the order of animations (an animation with ActiveAnimZAdjust=-32 will be displayed on top of an animation with ActiveAnimZAdjust=-20 for example).

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Darkstorm
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Joined: 20 Jan 2008
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PostPosted: Mon Aug 09, 2010 1:39 am    Post subject: Reply with quote  Mark this post and the followings unread

Well that figures.

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Cranium
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Joined: 05 Dec 2009
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PostPosted: Mon Aug 09, 2010 2:52 am    Post subject: Reply with quote  Mark this post and the followings unread

Mukin Fudge! without the option of sliding it on a Z Axis I cant get the desired placement. WestWood screwed me again #Cussing out

The problem is, this is a super structure. Everything is a frickin anim, even the building, 10 in all not counting the damage ones.. Damn Layer= ground,air,top, x=this,y=that, fudge here, fudge there, up, down, turn around, ARRRRRRRGGGGGGGHHHHHHHHHHHHHHHHHHH!!!!!!!!!!!

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Bittah Commander
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Joined: 21 May 2003
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PostPosted: Mon Aug 09, 2010 3:03 am    Post subject: Reply with quote  Mark this post and the followings unread

You really should be able to get any anim in its proper position by just using a combination of the X and Y axis.
That aside however, it's much easier if you make the canvas of the SHP of the building and all its anims the same size and then put the building itself and its anims in exactly the right place within those canvases from the start (his is also how I always do it myself; it saves a lot of effort).

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Cranium
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Joined: 05 Dec 2009
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PostPosted: Mon Aug 09, 2010 3:33 am    Post subject: Reply with quote  Mark this post and the followings unread

Well as you can see here, I almost got the fan structure in place, but the two red glowing lights with the remap bar just wont go into place. and without the use of z axis, it's not gonna be possible.

Anyway, yeah I do mine that same way, but for some reason it's not working out that way on this one. I may have to put the fan and lights all in one anim to get this working correctly. I'm about to just say the hell with this thing.



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Blade
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Joined: 23 Dec 2003

PostPosted: Mon Aug 09, 2010 7:47 am    Post subject: Reply with quote  Mark this post and the followings unread

What are you talking about, Zaxis? Its a 2D game, everything is X and Y except for the layers (which is what the Z adjust is for). X and Y adjustment allow for pixel perfect positioning as I recall last time I played with them. Where exactly do you want the anims? You should have done as suggested above and rendered them all where they should be in the same sized image.

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DonutArnold
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Joined: 18 Jan 2005
Location: Finland

PostPosted: Mon Aug 09, 2010 8:54 am    Post subject: Reply with quote  Mark this post and the followings unread

Blade wrote:
...and rendered them all where they should be in the same sized image.

QFT, that's the way to avoid any extra hazzle with some art.ini codings

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Nyerguds
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Joined: 24 May 2004
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PostPosted: Mon Aug 09, 2010 10:10 am    Post subject: Reply with quote  Mark this post and the followings unread

yeah, don't see the issue either... just position them right on the bloody SHP file.

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MRMIdAS
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Joined: 17 Jul 2008

PostPosted: Mon Aug 09, 2010 1:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

christ sake, if you want stuff to move along the "z axis" you've got one of definitions.

1. move it diagonally:

USE A COMBINATION OF THE X AND Y AXIS' TO MAKE Z AXIS

2. it needs to be further away

MAKE IT SMALLER USING THE SHP EDITOR.

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EricAnimeFreak
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Joined: 14 Sep 2009
Location: USA New England

PostPosted: Mon Aug 09, 2010 2:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

It's like an Etch a Sketch!



Well in that its 2D, has only and X an Y axis., and if you imagine a drawing as a "map" pixel by pixel framework, you get a grid.

Hence your coordinates are their somewhere, you just got to get the right x and y coordinates - there is no up or down, it's all 1 image.



Everything you know is wrong. Marble Madness!

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ApolloTD
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Joined: 19 Nov 2003

PostPosted: Mon Aug 09, 2010 2:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

It would all be simpler if you just rendered the animation in right position to begin with for the shp and then used ZAdjust the needed amount to bring it infront of the building. Else you have to use both X and Y, there is no other way.

In cases of anims being too close to each other and overlap being unavoidable, will have to merge some anims.

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Cranium
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Joined: 05 Dec 2009
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PostPosted: Mon Aug 09, 2010 3:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

Rolling Eyes Eric, for one thats just totally idiotic, for two, I've forgotten more about this game than you'll ever know so stfu!

Anyway, the problem wasnt the x,y coordinates. The problem was do to Layer=. As I mentioned this is a totally animated structure. So with the main building using Layer=ground and the two upper anims which I was trying to "get into place" both using Layer=top, one was always overriding the other. My main problem was trying to get the red remap bar partially hidden inside the main structure which wasnt possible with layer=top. and layer=bottom would override the main structure image. So a long story short, I had to remove the red remap bar from the lights and add it to the main building stucture anim. Everything is well now.
And thanks for the ass chewing Laughing

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EricAnimeFreak
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Joined: 14 Sep 2009
Location: USA New England

PostPosted: Mon Aug 09, 2010 3:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

Being idiotic every once and a while is fun and healthy. And who doesn't love Etch a Sketch?!?

Marble Madness was the bomb when I played it at 6 years old, and is still the bomb now when I'm 22 years old.

Oh and I'm well aware when it comes to art and animations in ra2 you totally outclass me. I'm an Ini code guy...

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Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.

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Cranium
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Joined: 05 Dec 2009
Location: USA

PostPosted: Mon Aug 09, 2010 7:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

EricAnimeFreak wrote:
Being idiotic every once and a while is fun and healthy.


Indeed it is. Seeing the old Etch a Sketch did give me a slight chuckle.

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Nikademis Von Hisson
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Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Tue Aug 10, 2010 3:04 am    Post subject: etch Reply with quote  Mark this post and the followings unread

ill dig through my stuff, i have an old one in my parents basement.....maybe 33 yrs old

btw nice rocket pic

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