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rubble pallete
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tekka warrior
Stealth Laser Trooper


Joined: 21 May 2012
Location: Beirut,Lebanon

PostPosted: Wed Dec 11, 2013 9:22 pm    Post subject:  rubble pallete Reply with quote  Mark this post and the followings unread

Hello.

Im trying to make a rubble frame for the soviet conyard.

I restored the death anim too,but i want the death anim to be like a transition to the rubble frame.

All works,however i want to make the rubble frame use the unittem pallete instead of isotemp.

Is there anyway to do this?

Thanks

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Wed Dec 11, 2013 9:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

The sole way I could think about that is by using Ares's advanced rubble logic.

_________________
"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...

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Thu Dec 12, 2013 9:25 am    Post subject: Reply with quote  Mark this post and the followings unread

The pal used on rubble frames changes depending on the map theater, so you'll need to make multiple versions of the shp for each map type too.

I wouldn't recommend adding rubble to the main buildings anyway as they cant be removed or built over, so your build space could shrink pretty fast.

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tekka warrior
Stealth Laser Trooper


Joined: 21 May 2012
Location: Beirut,Lebanon

PostPosted: Thu Dec 12, 2013 1:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well i know, it reduces build space, but i figured it add realism to the game, plus, it will make players focus more on defending their base , to prevent rubble.

Also, what do you mean by making multiple versions of the shp for each map type?

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Thu Dec 12, 2013 1:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

Mig Eater wrote:
The pal used on rubble frames changes depending on the map theater, so you'll need to make multiple versions of the shp for each map type too.

I wouldn't recommend adding rubble to the main buildings anyway as they cant be removed or built over, so your build space could shrink pretty fast.


This is why I vote for Advanced Rubble. You can destroy that too and it's not pal-dependant since it's a building on it's own. http://ares-developers.github.io/Ares-docs/new/urbancombattrenches.html#advanced-rubble

_________________
"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...

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tekka warrior
Stealth Laser Trooper


Joined: 21 May 2012
Location: Beirut,Lebanon

PostPosted: Thu Dec 12, 2013 2:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ok that was very helpful, thanks Graion.

I guess ares is the way to go on this one.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Fri Dec 13, 2013 9:20 am    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
Also, what do you mean by making multiple versions of the shp for each map type?


On temperate maps rubble uses isotemp, snow isosno, desert isodes, etc, etc. So you need to make different shp files for different map theaters. NTCNST for temp, NACNST for snow, NDCNST for desert, etc. Each one using the pal specifically for it's map type.

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tekka warrior
Stealth Laser Trooper


Joined: 21 May 2012
Location: Beirut,Lebanon

PostPosted: Sat Dec 14, 2013 9:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ohhh ok now i understand, il give it a try.

Just so i can make sure, for example, i will need to make a conyard, that uses isotemp , rather than unittem?(on temperate)

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Sat Dec 14, 2013 11:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

Just the last frame needs to be repaletted.

_________________
"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...

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tekka warrior
Stealth Laser Trooper


Joined: 21 May 2012
Location: Beirut,Lebanon

PostPosted: Sun Dec 15, 2013 3:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ok thanks, il try it.

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