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Craniums Building Tests
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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Mon Aug 23, 2010 1:51 am    Post subject:   Reply with quote  Mark this post and the followings unread

Volgin wrote:
a full size World Trade Center or Sears Tower would be pretty fuckin' boss.


LOL, I dont think a building of this magnitude is going to fit in the game properly. The game has a limit and I belive this one surpases it. But I'll try it and see.



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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Aug 23, 2010 10:01 am    Post subject: Reply with quote  Mark this post and the followings unread

Cranium wrote:
The game has a limit

Actually no. SHPs can be indeed extremely big. (except for turreted SHP units which have a restriction of 160x160 pixel)

For example the temple firing anim for TI uses SHPs with the size 246x1920 pixel.

The only problem you'll get with a building of this huge size, is a visibility problem ingame, as it will cover a very big area, where you can't see what the units behind the building are doing.

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Cranium
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Joined: 05 Dec 2009
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PostPosted: Mon Aug 23, 2010 4:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

Anims can be really big, however RA2/YR has a Hieght limit for buildings and if they are to tall they wont display properly ingame. The building on the right is about maxed out as far as hieght goes, and building on left is well just too big as you can see how it's not being drawn correctly because it exceeds the hieght limit.



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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Aug 23, 2010 7:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

Strange, but since you can use activeanims and as you said anims can be as big as you want, just put the whole building into a 2-3 frames long activeanim. Wink

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Cranium
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Joined: 05 Dec 2009
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PostPosted: Mon Aug 23, 2010 9:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

Didnt think of doing that with a civ building. Why I dont know #Silly , but it does work. So heck I can make some monster buildings now Laughing



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Blueguard
Cyborg Specialist


Joined: 22 Aug 2007

PostPosted: Mon Aug 23, 2010 10:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

With no shadows....

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Cranium
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Joined: 05 Dec 2009
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PostPosted: Mon Aug 23, 2010 11:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

Shadows work just fine with anims, I just didnt put it in. This was only an experiment.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Aug 23, 2010 11:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

I've splitted the topic, as these tests don't have anything to do anymore with your finished SHP (which still needs to be improved btw).

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Cranium
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Joined: 05 Dec 2009
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PostPosted: Tue Aug 24, 2010 12:05 am    Post subject: Reply with quote  Mark this post and the followings unread

Thanks LKO, I was actually gonna request this be splitted but you beat me to it.

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FurryQueen
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Joined: 24 Jul 2010
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PostPosted: Tue Aug 24, 2010 12:50 am    Post subject: Reply with quote  Mark this post and the followings unread

Interesting... though technically, you should be able to do it with 2 frames. One for the undamaged state and one for the damaged state. The only thing would be garrison frames.

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DaFool
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Joined: 07 Nov 2006

PostPosted: Tue Aug 24, 2010 12:53 am    Post subject: Reply with quote  Mark this post and the followings unread

In a practical sense, how high up would people really be garrisoning? If you can make the base of the building the normal way, and have only that part be garrisoned, than the top could be left untouched, right?

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Tue Aug 24, 2010 1:50 am    Post subject: Reply with quote  Mark this post and the followings unread

In a sense, yeah. The building can be split in two, bottom half would be normal and the top half an active anim so garrison frames can be used.

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Nikademis Von Hisson
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Joined: 05 Sep 2007
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PostPosted: Tue Aug 24, 2010 8:05 am    Post subject: CBT Reply with quote  Mark this post and the followings unread

How about making Paul Brown Stadium or Great American Ball Park? LOL

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Tue Aug 24, 2010 8:38 am    Post subject: Reply with quote  Mark this post and the followings unread

I encourage you to make Statue of Liberty, Eiffel Tower and the rest this way.

Quote:
The only problem you'll get with a building of this huge size, is a visibility problem ingame, as it will cover a very big area, where you can't see what the units behind the building are doing.


Not even this is a big problem in RA2, as there is an option that marks all hidden units with a white rotating cursor. It's true that you can't recognize what the units are, though.

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Tue Aug 24, 2010 9:04 am    Post subject: Reply with quote  Mark this post and the followings unread

These look a little blurry. Is there any way to match the sharpness of the RA2 civilian buildings?

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Tue Aug 24, 2010 3:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nikademis Von Hisson wrote:
How about making Paul Brown Stadium or Great American Ball Park? LOL


I actually already have a Football Stadium made, it's just not finished texturing.

Crimsonum wrote:
I encourage you to make Statue of Liberty, Eiffel Tower and the rest this way.


Maybe when I get some free time I just may.

Orac wrote:
These look a little blurry. Is there any way to match the sharpness of the RA2 civilian buildings?


Yes, these are just blurry because they are resized images.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Wed Sep 01, 2010 1:53 am    Post subject: Reply with quote  Mark this post and the followings unread

Instead of splitting the building into 2 seperate parts for garrison reasons I stumbled across this tag that takes care of that problem.

ActiveAnimGarrisoned= ;garrison anim

So an entire building can be an ActiveAnim. Build them as big as you can fellas Laughing

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Sep 01, 2010 8:03 am    Post subject: Reply with quote  Mark this post and the followings unread

Imagine the firing range boost for a sniper camping on the 110th floor. Twisted Evil

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wardeathfun
Commander


Joined: 01 Feb 2007
Location: Las Vegas, Nevada, USA

PostPosted: Wed Sep 01, 2010 6:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
Imagine the firing range boost for a sniper camping on the 110th floor. :twisted:


wouldnt it be more difficult to snipe that high for not only is the targets small but the air pollution? xD If only you can make snipers a % amount of time inaccurate :p That be funny imo.

I do like the size, this could be a good beginning to building size scales. Kinda bothers me that you can have a stadium as big as like 8 rhinos :roll:

goodluck

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Cranium
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Joined: 05 Dec 2009
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PostPosted: Wed Sep 01, 2010 7:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

LKO wrote:
Imagine the firing range boost for a sniper camping on the 110th floor. Twisted Evil


Laughing they'd probably be able to shoot all the way over to the next mission map Very Happy

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FurryQueen
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Joined: 24 Jul 2010
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PostPosted: Wed Sep 01, 2010 9:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
Imagine the firing range boost for a sniper camping on the 110th floor. Twisted Evil

Too bad the range will always be 6. #Tongue

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Scorched Earth
Commander


Joined: 14 Sep 2008
Location: California, USA

PostPosted: Thu Sep 02, 2010 2:40 am    Post subject: Reply with quote  Mark this post and the followings unread

"Paris Tower," anyone?

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Blueguard
Cyborg Specialist


Joined: 22 Aug 2007

PostPosted: Thu Sep 02, 2010 12:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

FurryQueen wrote:
Lin Kuei Ominae wrote:
Imagine the firing range boost for a sniper camping on the 110th floor. Twisted Evil

Too bad the range will always be 6. #Tongue


And the decrease of accuracy.

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Nikademis Von Hisson
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Joined: 05 Sep 2007
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PostPosted: Thu Sep 02, 2010 1:08 pm    Post subject: sniper Reply with quote  Mark this post and the followings unread

decrease accuracy? A sniper is trained for distance shooting. He knows how to take wind and elevation into account. I would say it would be fine.

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Cantdrawbutmod
Rocket Cyborg


Joined: 19 Oct 2009

PostPosted: Thu Sep 02, 2010 3:52 pm    Post subject: Re: sniper Reply with quote  Mark this post and the followings unread

Nikademis Von Hisson wrote:
decrease accuracy? A sniper is trained for distance shooting. He knows how to take wind and elevation into account. I would say it would be fine.
I think the 110th floor is beyond what they are trained for Rolling Eyes .
Even the half of it may be too much (unless they fight with another tower right next to where they are Razz )

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Blueguard
Cyborg Specialist


Joined: 22 Aug 2007

PostPosted: Thu Sep 02, 2010 7:22 pm    Post subject: Re: sniper Reply with quote  Mark this post and the followings unread

Nikademis Von Hisson wrote:
decrease accuracy? A sniper is trained for distance shooting. He knows how to take wind and elevation into account. I would say it would be fine.


Tell me, how the hell do you train to predict the winds around the scraper? He measures the wind where he is, on the top of the building, but the wind away from the building is not that strong, and it's probably not blowing in the same direction.


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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Fri Sep 03, 2010 4:11 am    Post subject: Reply with quote  Mark this post and the followings unread

Well, what do you think? Should I go bigger yet? Laughing

These things are a pain in the arse to make Mad



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Blade
Cyborg Commando


Joined: 23 Dec 2003

PostPosted: Fri Sep 03, 2010 7:38 am    Post subject: Reply with quote  Mark this post and the followings unread

Looks like you are having issues with the anti-aliasing to the background.

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Vefbl4
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Joined: 07 Feb 2007

PostPosted: Fri Sep 03, 2010 8:28 am    Post subject: Reply with quote  Mark this post and the followings unread

Very good! Best I'w seen for a long time!

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Deformat
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Joined: 17 Sep 2007

PostPosted: Fri Sep 03, 2010 8:28 am    Post subject: Reply with quote  Mark this post and the followings unread

Blade wrote:
Looks like you are having issues with the anti-aliasing to the background.

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Cranium
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Joined: 05 Dec 2009
Location: USA

PostPosted: Fri Sep 03, 2010 7:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

Man, why does all good things seem to have a flaw? Seems the game cannot properly draw Shadows of this magnitude. Anyone have any suggestions or solutions for this?



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Vefbl4
General


Joined: 07 Feb 2007

PostPosted: Fri Sep 03, 2010 7:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

Just make it half smaller. No one cares.

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Cranium
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PostPosted: Fri Sep 03, 2010 7:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

Or I could just downsize the shadow but keep the building size. I think it would still look alright.
But if No One Cares, then there's no sense continuing with this CivPackage I started then. Just Kidding Razz

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Cranium
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Joined: 05 Dec 2009
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PostPosted: Sat Sep 04, 2010 1:53 am    Post subject: Reply with quote  Mark this post and the followings unread

Reducing the shadow down 50% didnt seem to work either. So I thought of something else. Instead of putting the shadow in the anim I put it in the Blank .shp used for the actual building. It worked. So for those of you who plan to make big buildings make sure to put the shadow in the building .shp and not the anim.



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Nikademis Von Hisson
General


Joined: 05 Sep 2007
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PostPosted: Sat Sep 04, 2010 4:07 am    Post subject: cbt Reply with quote  Mark this post and the followings unread

both look sweet

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Sat Sep 04, 2010 4:28 am    Post subject: Reply with quote  Mark this post and the followings unread

That looks absolutely brilliant! It's surreal how much you've improved.

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Sat Sep 04, 2010 8:02 am    Post subject: Reply with quote  Mark this post and the followings unread

The new one looks even better, though now the shadow is too short when compared to the shadow of the other building.

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Cranium
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Joined: 05 Dec 2009
Location: USA

PostPosted: Sat Sep 04, 2010 2:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks for the compliments guys. These are actually gonna be distributed to the community Smile

Crimsonum wrote:
though now the shadow is too short when compared to the shadow of the other building.


As with all good things in this game, something always needs to be sacrificed. In this case the Shadows. This is pretty much the largest the game will draw correctly. Anything bigger and gaps start to appear all thru the shadow. But atleast theres a silhouette of the building.

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Sat Sep 04, 2010 4:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

It's not exactly the length of the shadow that is the problem; it's the proportions that are wrong. For example the shadows of the antennas are far too long if compared to the rest of the shadow (plus the shape of the building isn't reflected by the shadow).

Just my two cents Wink

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Vefbl4
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PostPosted: Sun Sep 05, 2010 9:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

There's some missing shadows.

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Cranium
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Joined: 05 Dec 2009
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PostPosted: Sun Sep 05, 2010 10:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

Missing Shadows?

[edit] If you mean by where the arrows are at in pic, then yes i'm aware of it. It will all be fixed before the civ package is done.



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