Project Perfect Mod Forums
:: Home :: Get Hosted :: PPM FAQ :: Forum FAQ :: Privacy Policy :: Search :: Memberlist :: Usergroups :: Register :: Profile :: Log in to check your private messages :: Log in ::


The time now is Fri Apr 19, 2024 8:21 am
All times are UTC + 0
Currently making a new structure for TS
Moderators: Global Moderators, Tiberian Sun Moderators
Post new topic   Reply to topic Page 1 of 1 [8 Posts] Mark the topic unread ::  View previous topic :: View next topic
Author Message
DarkVen9109
Pyro Sniper


Joined: 02 Nov 2012
Location: Philippines

PostPosted: Mon May 06, 2013 5:08 am    Post subject:  Currently making a new structure for TS
Subject description: Underground Nod War Factory. I'm about to make it. Sharing my idea only
Reply with quote  Mark this post and the followings unread

It's a Nod War Factory except it's not like the war factory you guys would expect to see where in the unit will appear like it will move straightly out of the factory but it's more like this:

When the unit is ready the entrance will open horizontally and the unit will ascend to the battlefield. In other words, my Nod war factory's gonna be similar to that of C&C3 but I'll try not to make look like similar. The War Factory does have some unique characteristics including a lift that spins the vehicle up to ground level.

Back to top
View user's profile Send private message Send e-mail
Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon May 06, 2013 6:15 am    Post subject: Reply with quote  Mark this post and the followings unread

like this then


DarkVen9109 wrote:
When the unit is ready the entrance will open horizontally and the unit will ascend to the battlefield.

Not possible. The unit is spawned instantly on a specific fixed location inside the factory. You can't make it visually ascend with the lift or give the unit any special scripted movement.

But good luck with your project.

_________________
SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

Back to top
View user's profile Send private message
DarkVen9109
Pyro Sniper


Joined: 02 Nov 2012
Location: Philippines

PostPosted: Mon May 06, 2013 6:27 am    Post subject: Reply with quote  Mark this post and the followings unread

But how about in DTA's case, the airstrip? Nod Cargo plane will drop the unit down into the battlefield. How was that possible?

Back to top
View user's profile Send private message Send e-mail
Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Mon May 06, 2013 6:30 am    Post subject: Reply with quote  Mark this post and the followings unread

ProductionAnim is oversized.

_________________
"If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more...

Back to top
View user's profile Send private message Visit poster's website ModDB Profile ID
DarkVen9109
Pyro Sniper


Joined: 02 Nov 2012
Location: Philippines

PostPosted: Mon May 06, 2013 6:36 am    Post subject: Reply with quote  Mark this post and the followings unread

In which one? The previous one I asked about or my first post in this topic?

Back to top
View user's profile Send private message Send e-mail
Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon May 06, 2013 7:31 am    Post subject: Reply with quote  Mark this post and the followings unread

DarkVen9109 wrote:
But how about in DTA's case, the airstrip? Nod Cargo plane will drop the unit down into the battlefield. How was that possible?

Dooranim has part of the runway in it. Thus it covers the unit which is rendered behind the "door".
Parallel to that plays the production anim which has the plane in it. When the plane arrives, the runway part in the dooranim is removed, revealing the unit behind it.

It's all just making an anim that covers the unit until the right point is there for the unit to move the usual way to southeast and leave the factory.

_________________
SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

Back to top
View user's profile Send private message
Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Mon May 06, 2013 1:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

I used to do it like that, but the airstrip's door anim actually already doesn't serve a purpose anymore; instead the unit entirely gets covered up by the production anim, which includes both the cargo plane and a part of the airfield which covers up the unit until the plane arrives. This way the timing of when the unit becomes visible is more accurate.
So it's still like LKO said, but with everything included in the production anim.

And in case you're wondering what the difference in functionality between the DoorAnim and Production anim is; they both start playing exactly when a unit's production is finished and it's about to leave the War Factory, but the door anim will first play through all frames before the unit exists the war factory and then plays all frames again backwards after the unit is out, while the production anim will just play once in regular order.

_________________

Back to top
View user's profile Send private message ModDB Profile ID YouTube User URL Facebook Profile URL
DarkVen9109
Pyro Sniper


Joined: 02 Nov 2012
Location: Philippines

PostPosted: Mon May 06, 2013 1:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

At first I thought that was a hex edit.

Back to top
View user's profile Send private message Send e-mail
Display posts from previous:   
Post new topic   Reply to topic Page 1 of 1 [8 Posts] Mark the topic unread ::  View previous topic :: View next topic
 
Share on TwitterShare on FacebookShare on Google+Share on DiggShare on RedditShare on PInterestShare on Del.icio.usShare on Stumble Upon
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


Powered by phpBB © phpBB Group

[ Time: 0.1415s ][ Queries: 11 (0.0096s) ][ Debug on ]