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So how to get 32faced SHP jumpjet working?
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kenosis
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Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Thu Jan 22, 2015 11:23 am    Post subject:  So how to get 32faced SHP jumpjet working? Reply with quote  Mark this post and the followings unread




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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Jan 22, 2015 12:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

Flying SHP aircraft are indeed a problem.
a) usually the shadow is rendered by the engine, by simply using the current frame, change every color to shadow and then draw it on ground (it's not using the shadow frames in the SHP for that)
b) the used locomotor plays a role as well. Aircraft locomotor uses the SHP shadow frames and simply draws them in mid-air below the unit. Jumpjet locomotor renders the shadow as mentioned before (though i only know this from TS, no clue how RA2 handles this)

Maybe RA2 has some keys to get the shadow working.
DisableShadowCache for example.

What happens if the unit lands and stands on ground? Do you see a shadow then?

In DTA we also noticed that turreted hover units have a big problem showing always turret and chassis fine. Sometimes when ordered to stop, it was showing a turret frame for the chassis too while standing.
Not sure if it's that what you meant with your Turret=yes issue and if RA2's balloonhover is actually comparable to TS' hover logic.

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kenosis
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Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Thu Jan 22, 2015 1:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

the known way to show shadows normally in 8 faced SHP aircraft is to use turret=yes  and 32 empty frames as turret

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BySc
Cyborg Artillery


Joined: 07 Jul 2013
Location: Turkey

PostPosted: Thu Jan 22, 2015 2:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hi kenosis .how to convert building from the top corner ?you have any tutorial for beginners? I apologize for my bad English.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Thu Jan 22, 2015 3:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

That's from EASB.

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kenosis
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Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Thu Jan 22, 2015 4:38 pm    Post subject: Reply with quote  Mark this post and the followings unread


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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Thu Jan 22, 2015 4:51 pm    Post subject: Reply with quote  Mark this post and the followings unread


_________________
"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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BySc
Cyborg Artillery


Joined: 07 Jul 2013
Location: Turkey

PostPosted: Thu Jan 22, 2015 5:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'm sorry,I thought converted to generals building.

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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Thu Jan 22, 2015 5:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

However it works in Ares, the mod is on NP.

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Thu Jan 22, 2015 6:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

The facings of your SHP appear to be wrong and I also noticed that you placed the blank turret frames after the "WalkFrames" instead of before them. I explained how these work along with how the turret frames work in my post of the topic you linked to:
Bittah Commander wrote:
To make the facings correct, they have to be ordered like in the image below.

Take in mind that if a unit has a turret, the frames for the turret still have to start from the 9th frame if the unit has 1 walk frame (which means that the frames of the chassis/body always need to come after the turret frames) and the turret facings have to remain as normal (so north should remain to be the first turret frame).
If a unit has more than 1 walk frame, the turret frames simply have to start from where they would if the unit had only 8 facings; so it's always the WalkFrames=n × 8 + 1 = ?th facing. So with 2 walk frames, the turret frames start from the 17th frame, with 3 walk frames the turret frames start from the 25th frame and so on.


I corrected the frames for you; use this SHP and add StartWalkFrame=280 in art.ini/artmd.ini and it should work.



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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Thu Jan 22, 2015 6:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks a great deal!
And so, to get the unit work normally, I just need a plenty amount of empty frames, right? And what is the exact angle of the first direction?

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Thu Jan 22, 2015 6:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

You're welcome.

The number of blank frames you need at the start depends on how many WalkFrames the unit has.
I just noticed that I gave the unit 8 too many blank frames at the start however. This doesn't affect how the unit works and appears ingame at all (since the value I gave for StartWalkFrame= matches this), but here's the corrected version if you wanna use the SHP as an example for future 32-facing units you'll make.
The SHP included below requires StartWalkFrame=272 in art.ini/artmd.ini.

- So the first 240 frames are unused (30 WalkFrames × 8 = 240)
- then come the 32 blank turret frames (starting from the 241st frame and going up to the 272nd frame)
- and after that you finally have the frames with the unit's main body (starting from the 273d frame)


Look at the MCV image of my previous post to see the angle of the first direction. The first 3 directions are moved to the end (so angles 0°, 11.25° and 22.5°), which makes angle 33.75° the first direction.



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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Thu Jan 22, 2015 7:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

Already figured that out. Got a little confused at the beginning though. Thanks again!



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