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SHP Turret on Building Help
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Atomic_Noodles
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Joined: 05 Oct 2011

PostPosted: Mon Nov 12, 2012 3:07 pm    Post subject:  SHP Turret on Building Help Reply with quote  Mark this post and the followings unread

Basically here is all the code. The Turrets of the Building is supposed to render on top of it. Right now its not even appearing at all I assume and if it is its underneath it.

This is what it looks currently in-game.


Code:

;Allied Turret
[GATUR]
UIName=NOSTR:Turret
Name=Turret
BuildCat=Combat
Strength=600
Armor=steel
Prerequisite=GAPILE,GACNST
HasRadialIndicator=true
TechLevel=1
Adjacent=4
ROT=10
Sight=8
DetectDisguise=no
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs
AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil
Cost=700
BaseNormal=no
Points=35
Power=0
TogglePower=no
Powered=false
Crewed=no
Capturable=false
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnim=Dbris1sm,Dbris1lg,Dbris4sm,Dbris5sm,Dbris4lg,Dbris7sm,Dbris8sm,Dbris5lg,Dbris4lg
MaxDebris=15
MinDebris=5
Primary=ATGUN
ElitePrimary=ATGUNE
Turret=yes
TurretAnim=GUNTUR
TurretAnimDamaged=GUNTURD
TurretAnimIsVoxel=false
TurretAnimX=-8
TurretAnimY=10
TurretAnimZAdjust=-20
TurretRotateSound=FutureTankRotate
ThreatPosed=30 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,LGSparkSys
IsBaseDefense=yes
HasStupidGuardMode=false
Trainable=yes
VeteranAbilities=STRONGER,FIREPOWER
EliteAbilities=STRONGER,FIREPOWER,ROF
Insignia.Veteran=buildingvet
Insignia.Elite=buildingelite

[GATUR]
CameoPCX=turreticon.pcx
Image=GATUR
Remapable=yes
Foundation=1x1
Height=1
Buildup=GATURMK
DemandLoadBuildup=true
FreeBuildup=true
NewTheater=yes
PrimaryFirePixelOffset=0,10
PrimaryFireFLH=160,0,145
PrimaryFireDualOffset=true
Recoilless=yes

[GUNTUR]
Image=GUNTUR
Start=0
LoopStart=0
LoopEnd=31
LoopCount=-1
Rate=0
Layer=top
NewTheater=yes
Shadow=no

[GUNTURD]
Image=GUNTURD
Start=0
LoopStart=0
LoopEnd=31
LoopCount=-1
Rate=0
Layer=top
NewTheater=yes
Shadow=no

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Mon Nov 12, 2012 3:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

I take it they're in the animations list?

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Mon Nov 12, 2012 3:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yep. Guntur and Gunturd are in the animations list.

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SMIFFGIG
General


Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Mon Nov 12, 2012 3:34 pm    Post subject: Reply with quote  Mark this post and the followings unread




RA2-3.png
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RA2-3.png



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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Mon Nov 12, 2012 4:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

It seems I've noticed something else... the Building sure was funky... it was in the same style as the other Voxel Buildings.

The Base of the building was the actually the Rivets. The rest of it was a SHP Turret. highlighted in Red, you'll notice how the Grey Plating on the bottom also changes position.



Turret_PreR_Photoshop.png
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Turret_PreR_Photoshop.png



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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Nov 12, 2012 5:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

LoopEnd=32

You sure the SHPs are in the correct mix so the game can find them?

remove the NewTheater key from the turret, as this has no theater specific prefix.

Are you sure the key Layer=top exists? Though I'm not that familiar with RA2.

Try renaming them from GUNTUR to GUN_A, so they don't have the TUR suffix which the game might interpret with the usual special turret logic for vehicles or something.

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ApolloTD
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Joined: 19 Nov 2003

PostPosted: Mon Nov 12, 2012 7:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

The problem is newtheater in turret art entry seemingly, basic modder mistake.

Besides just Layer=ground would suffice fine for the turret while yes value of top is valid in RA2 as well but may draw over unintended things as well.

Also stop using Image= when the ID is already matching with the name of the shp!

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Atomic_Noodles
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Joined: 05 Oct 2011

PostPosted: Mon Nov 12, 2012 9:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hmmm it still not showing up. I might just have it get rerendered again since its done incorrectly anyway or I'll just scrap this and use MadHQ's one. Confused

Also... could it be that because the Turrets don't have theater specific?
I.E: GAGUNTUR,GGGUNTUR,etc

Since its only using "GUNTUR"

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SMIFFGIG
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Location: Great Britain

PostPosted: Mon Nov 12, 2012 9:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

I could be wrong
but i seem to remember TS having the ability for theatre specific turret/barrels (although this ability was not used vanilla TS)

So if I am correct it would mean RA2/YR most likely does too

Anyway latest turret is looking good!

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Graion Dilach
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Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Mon Nov 12, 2012 10:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well, yea, fix NewTheater crap.

Also, SMIFFGIG, notice that while the first post is a remodelled turret, the latter is Mooman's shopped-from-shots one...

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SMIFFGIG
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Location: Great Britain

PostPosted: Mon Nov 12, 2012 10:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

Graion Dilach wrote:
Also, SMIFFGIG, notice that while the first post is a remodelled turret, the latter is Mooman's shopped-from-shots one...


Ahh, well they both look good..

Swiftly exits topic

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Regulus
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Joined: 16 Feb 2008
Location: The Lone Star State

PostPosted: Mon Nov 12, 2012 10:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

*snicker* gunturd...

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Tue Nov 13, 2012 11:23 am    Post subject: Reply with quote  Mark this post and the followings unread

The one in red house color in my post along with the PreRelease comparisons are the same ones. I just photoshopped it slightly. Anyways Imp will be redoing it to be done in the same style as WW's original one.

Rivet Base being the only turret and the Turret of the Building being the turret and barrel. Hopefully Imp can make it even more exact as the original one.

I'll be attempting to do one from the one I currently have though.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Nov 13, 2012 11:31 am    Post subject: Reply with quote  Mark this post and the followings unread

do you got it fixed already? What was the problem?

btw, in the picture you posted it's clearly visible that the whole building rotates. The bright metallic part on top with the green circle, the texture of the base, it all rotates too.

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Tue Nov 13, 2012 11:52 am    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
do you got it fixed already? What was the problem?

btw, in the picture you posted it's clearly visible that the whole building rotates. The bright metallic part on top with the green circle, the texture of the base, it all rotates too.


I'm not at my house where all my stuff is at the moment but once i get back i'll start work on what i mentioned.

I'll take some artistic choices of my own on it anyway (such as not making the Rivets rotate) My new solution is to make the new building similar to WW's Style. (Flat Base) with the Base + Barrel being the Turret especially seen on the Grand Cannon & Flak Cannon as vanilla examples.

This case however uses SHP turrets.

And with this bigger turret i'll probably be able to just copy+paste a SHP Turret from someone else's mod. (I.E: Mental Omega 2,Red Ressurection) then modify it to proper names as the allied turret.

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Cranium
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Joined: 05 Dec 2009
Location: USA

PostPosted: Wed Nov 14, 2012 1:38 am    Post subject: Reply with quote  Mark this post and the followings unread

But isnt GUNTUR "U" defined as Urban theater? Meaning that this will only show up in Urban settings? So removing NewTheater= wouldnt solve the problem.

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Atomic_Noodles
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Joined: 05 Oct 2011

PostPosted: Wed Nov 14, 2012 4:38 am    Post subject: Reply with quote  Mark this post and the followings unread

Cranium wrote:
But isnt GUNTUR "U" defined as Urban theater? Meaning that this will only show up in Urban settings? So removing NewTheater= wouldnt solve the problem.


yep I forgot to do that. so I'll need to rectify it on my next version by making sure the Turrets have...

GAGUNTUR
GAGUNTURD
GGGUNTUR
GGGUNNTURD

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Thu Nov 15, 2012 8:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

Alright so i've come back from my family trip and i've finished it. Only the Damaged Turret needs finishing up but that can wait for later until I fix the Missing Turret.

I've attached the Snow Version (So people can help me at least test it out) The SHP has both a G & A Version.

Current Code which so far... only shows the base of the Building. And now recently, has the BuildUp also getting mesed up.


Code:

;Animations
XXX=GATUR
XXX=GAGUNTUR

;BuildingTypes
XXX=GATUR

;Allied Turret
[GATUR]
UIName=NOSTR:Turret
Name=Turret
BuildCat=Combat
Strength=600
Armor=steel
Prerequisite=GACNST ;GAPILE,GACNST
HasRadialIndicator=true
TechLevel=1
Adjacent=4
ROT=10
Sight=8
DetectDisguise=no
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs
AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil
Cost=500
BaseNormal=no
Points=35
Power=0
TogglePower=no
Powered=false
Crewed=yes
Capturable=false
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnim=Dbris1sm,Dbris1lg,Dbris4sm,Dbris5sm,Dbris4lg,Dbris7sm,Dbris8sm,Dbris5lg,Dbris4lg
MaxDebris=15
MinDebris=5
Primary=ATGUN
ElitePrimary=ATGUNE
Turret=yes
TurretAnimIsVoxel=false
TurretAnimZAdjust=-20
TurretAnim=GAGUNTUR
;TurretAnimDamaged=GUNTURD

AntiInfantryValue=5
AntiArmorValue=25
AntiAirValue=0

TurretRotateSound=FutureTankRotate
ThreatPosed=30 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,LGSparkSys
IsBaseDefense=yes
HasStupidGuardMode=false
Trainable=yes
VeteranAbilities=STRONGER,FIREPOWER
EliteAbilities=STRONGER,FIREPOWER,ROF
Insignia.Veteran=buildingvet
Insignia.Elite=buildingelite


Art
Code:

[GATUR]
CameoPCX=turreticon.pcx
Remapable=yes
Foundation=1x1
Height=1
Buildup=GATURMK
DemandLoadBuildup=true
FreeBuildup=true
NewTheater=yes
PrimaryFirePixelOffset=0,10
PrimaryFireFLH=160,0,145
PrimaryFireDualOffset=true
Recoilless=yes
CanBeHidden=True

[GAGUNTUR]
Image=GAGUNTUR
Start=0
LoopStart=0
LoopEnd=31
LoopCount=-1
Layer=top
Shadow=yes
NewTheater=yes



GATUR.rar
 Description:
Snow Version

Download
 Filename:  GATUR.rar
 Filesize:  10.17 KB
 Downloaded:  61 Time(s)


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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Sat Nov 24, 2012 2:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

Has this been fixed yet?

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Sat Nov 24, 2012 2:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

Considering that Jem have put up the Turret pic onto ModDB and CW, I assume he resolved the issue yea.

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MasterHaosis
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PostPosted: Sat Nov 24, 2012 9:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

But those are just snow versions, where are temperate ones?
And good work with that, I like it, I am using some gun turret already but will replace with your version

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OmegaBolt
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Joined: 21 Mar 2005
Location: York, England

PostPosted: Sun Nov 25, 2012 12:25 am    Post subject: Reply with quote  Mark this post and the followings unread

Huh? Second letter gets replaced with the respective theatre letter unless it has NewTheater=no in the art entry.

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Atomic_Noodles
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Joined: 05 Oct 2011

PostPosted: Sun Nov 25, 2012 1:05 am    Post subject: Reply with quote  Mark this post and the followings unread

Yep I'm keeping this for myself for now... Razz (Wait for the Next Public Release of Colony Wars)

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FS-21
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PostPosted: Sun Nov 25, 2012 3:34 am    Post subject: Reply with quote  Mark this post and the followings unread

Agggh! I should not let opened tabs for weeks, last info I had was about the snow test Laughing

Anyway, if you want a better clone of the original Gun Turret that remapable color of the barrel it should be more light than your current version (I can't notice the remapable color in-game because is too dark).

I made some fixes on edges, build up & some shadow bits for that snow version you uploaded for testing (I don't know if those changes were done in the screenshot I saw on ModDB).
This is the code I used for the test:

Artmd:
Code:
; Allied Gun turret
[GATUR]
Cameo=TURRICON
Remapable=yes
Foundation=1x1
Buildup=GATURMK
Height=2
DemandLoadBuildup=true
NewTheater=yes
PrimaryFirePixelOffset=0,10
PrimaryFireFLH=165,0,56
PrimaryFireDualOffset=true
Recoilless=yes
DamageFireOffset0=-5,15

; Allied Gun turret anim
[GAGUNTUR]
LoopStart=0
LoopEnd=31
LoopCount=-1
Rate=0
Surface=yes
NewTheater=yes
Shadow=yes


Rulesmd:
Code:
[Animations]
XXX=GAGUNTUR

; Allied Gun Turret
[GATUR]
UIName=Name:GAGUNT
Name=Gun Turret
BuildCat=Combat
Strength=550
Armor=steel
Prerequisite=POWER ;FACTORY,GACNST
TechLevel=4
Adjacent=3
ROT=10
Sight=7
DetectDisguise=no
Owner=British,Russians,Confederation,Alliance,YuriCountry,French,Germans,Americans,Africans,Arabs
AIBasePlanningSide=0
Cost=800
Points=25
Power=-40
Crewed=yes
Capturable=false
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=Dbris1sm,Dbris1lg,Dbris4sm,Dbris5sm,Dbris4lg,Dbris7sm,Dbris8sm,Dbris5lg,Dbris4lg
MaxDebris=15
MinDebris=5
Primary=ATGUN
Turret=yes
TurretAnim=GAGUNTUR
TurretAnimIsVoxel=false
TurretAnimZAdjust=-20
ThreatPosed=30 ; This value MUST be 0 for all building addons
HasStupidGuardMode=false
Trainable=no
ImmuneToPsionics=no ; defaults to yes for buildings, no for others
AntiInfantryValue=10
AntiArmorValue=25
AntiAirValue=0
AIBuildThis=yes
IsBaseDefense=yes
BaseNormal=no
ToProtect=yes



new gun turret (snow only, by Atomic_Noodles).zip
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 Filename:  new gun turret (snow only, by Atomic_Noodles).zip
 Filesize:  11.65 KB
 Downloaded:  48 Time(s)


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