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[Civilian Building SHP]A Shinto Shrine
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Trans_C
AA Infantry


Joined: 17 Nov 2014
Location: Somewhere in China

PostPosted: Sun Mar 15, 2015 8:50 pm    Post subject:  [Civilian Building SHP]A Shinto Shrine Reply with quote  Mark this post and the followings unread

A Japanese-esque Shrine.
No alternate shps for different theaters bacause personally I don't need those in EASB Hour.
Also no garrison frames. (No need as well!)
If you want to add them yourself, do as you please.
And I don't know whether there will be anyone interested in the original max files...Maybe I should also post them?



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hakureishrine.jpg



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Last edited by Trans_C on Sat Mar 21, 2015 1:51 pm; edited 1 time in total

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OmegaBolt
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PostPosted: Sun Mar 15, 2015 8:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

Looks gorgeous.

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Zero18
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Joined: 10 Dec 2012
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PostPosted: Sun Mar 15, 2015 10:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

Oh my god. It absolutely look beautiful.

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deathreaperz
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PostPosted: Sun Mar 15, 2015 10:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

I love the trees :p

Nah, just kidding, i love both of them :p

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Dutchygamer
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PostPosted: Mon Mar 16, 2015 7:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

Dat Gap Hag. Why did I knew from the title this was inspired by a certain bullet hell game xD

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kenosis
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Joined: 19 Aug 2009
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PostPosted: Mon Mar 16, 2015 8:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

just a little work for the bored EASB Hour devs.....



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Dutchygamer
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PostPosted: Mon Mar 16, 2015 8:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yukari OP. Nerf no-*gapped*

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BySc
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PostPosted: Mon Mar 16, 2015 9:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

kenosis wrote:
just a little work for the bored EASB Hour devs.....


homunculus ? Very Happy

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kenosis
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PostPosted: Tue Mar 17, 2015 6:05 am    Post subject: Reply with quote  Mark this post and the followings unread

BySc wrote:
kenosis wrote:
just a little work for the bored EASB Hour devs.....


homunculus ? Very Happy


dunno what you are talking about

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G-E
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PostPosted: Tue Mar 17, 2015 10:50 am    Post subject: Reply with quote  Mark this post and the followings unread

Oooohh I like the trees too, can I has trees? Smile

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Mig Eater
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PostPosted: Wed Mar 18, 2015 1:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

The terrain pallet doesn't have any light pink colours & you cant use a custom pal so I'm curious how you added the trees?

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Krow
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PostPosted: Wed Mar 18, 2015 2:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

Maybe they're buildings?

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Mig Eater
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PostPosted: Wed Mar 18, 2015 3:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

If it were me I'd make them immobile uncrushable infantry, then other infantry can walk through them but they will block the path of units like normal trees.

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Lin Kuei Ominae
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PostPosted: Wed Mar 18, 2015 3:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

Maybe a modified iso*.pal which has unused colors removed?

or

Theater=no and then using unittem.pal and saved as tree.shp, not tree.tem?

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BoldRebel
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PostPosted: Sat Apr 04, 2015 11:43 am    Post subject: Reply with quote  Mark this post and the followings unread

kenosis wrote:
just a little work for the bored EASB Hour devs.....



where did you get that yakumo shp?

and also that sakura trees

TIA

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BoldRebel
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PostPosted: Sat Apr 04, 2015 11:48 am    Post subject: Re: [Civilian Building SHP]A Shinto Shrine Reply with quote  Mark this post and the followings unread

Trans_C wrote:
A Japanese-esque Shrine.
No alternate shps for different theaters bacause personally I don't need those in EASB Hour.
Also no garrison frames. (No need as well!)
If you want to add them yourself, do as you please.
And I don't know whether there will be anyone interested in the original max files...Maybe I should also post them?



beautiful mod

also how did you get those models?

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Mig Eater
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PostPosted: Sat Apr 04, 2015 12:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

They made them themselves.

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BoldRebel
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PostPosted: Sat Apr 04, 2015 12:38 pm    Post subject: Reply with quote  Mark this post and the followings unread


Last edited by BoldRebel on Fri Apr 10, 2015 4:48 pm; edited 1 time in total

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kenosis
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PostPosted: Sat Apr 04, 2015 1:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

Because we are the team members of Bureau de Planification de WLGC

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PostPosted: Sat Apr 04, 2015 2:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

kenosis wrote:
Because we are the team members of Bureau de Planification de WLGC


thanks

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Trans_C
AA Infantry


Joined: 17 Nov 2014
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PostPosted: Sat Apr 04, 2015 4:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

BoldRebel wrote:

where did you get that yakumo shp?

and also that sakura trees

TIA


The shp for Yukari is indeed made by myself. After all nobody in this community is willing to add a touhou character in their mod...Let alone making a shp for it.

As for the "sakura trees"...Are you referring to the cherry trees?
They are generated by 3dsmax and what all I've done is simply render and convert them into shp. If you want them I can post them for download.

Btw, seems like you are Japanese...If you are, you may very likely become the first Japanese in this community.
Smile

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Graion Dilach
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PostPosted: Sat Apr 04, 2015 4:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

Millennium is here for a while.

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Trans_C
AA Infantry


Joined: 17 Nov 2014
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PostPosted: Sat Apr 04, 2015 4:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

Graion Dilach wrote:
Millennium is here for a while.


Didn't know. Sorry for that.
Anyway, it's weird that East Asians are so few in this community(Chinese excluded, of course, we've got hordes of noobs).

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GenesisAria
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Joined: 10 Mar 2015
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PostPosted: Sat Apr 04, 2015 8:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hmm, this is actually cool . . . not sure i'd use much . .  i'm cooking up a fairly basic Secret Labs mod, where there's lods and loads of stuff you can get from tech buildings and even from garrisoning certain buildings (garrison a farm and you get critters, garrison a dealership and you get police cars/school buses, etc as well as a whole tech tier of goodies from secret labs) . . .
with this i could make it so if you garrison(don't need garrison frames) it you get touhou characters (if you're willing to share)
...ofc if would only be if you added the building to the map so it would be an easter egg.

plus the trees are beautiful, i want Very Happy

Edit: i would love to know how to(if possible) use object, or building shp's as terrain objects... for example, make the torii behave like a tree, where infantry can pass through it but vehicles can't. (is that even possible with 1x2 foundation?)

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BoldRebel
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PostPosted: Fri Apr 10, 2015 4:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

Trans_C wrote:
BoldRebel wrote:

where did you get that yakumo shp?

and also that sakura trees

TIA


The shp for Yukari is indeed made by myself. After all nobody in this community is willing to add a touhou character in their mod...Let alone making a shp for it.

As for the "sakura trees"...Are you referring to the cherry trees?
They are generated by 3dsmax and what all I've done is simply render and convert them into shp. If you want them I can post them for download.

Btw, seems like you are Japanese...If you are, you may very likely become the first Japanese in this community.
Smile


nope, just another people who was amazed by japanese culture
asian



anyway thanks a lot , if you still like to share it then i want too Smile

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Trans_C
AA Infantry


Joined: 17 Nov 2014
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PostPosted: Fri Apr 10, 2015 6:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

BoldRebel wrote:

if you still like to share it then i want too Smile

Here they are.
...Unfortunately these trees are only in NewUrban terrain, due to palette issues.



jtree.rar
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BoldRebel
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PostPosted: Fri Apr 10, 2015 7:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

Trans_C wrote:
BoldRebel wrote:

if you still like to share it then i want too Smile

Here they are.
...Unfortunately these trees are only in NewUrban terrain, due to palette issues.


wooah thanks a lot T_T

Last edited by BoldRebel on Fri Apr 10, 2015 7:21 pm; edited 1 time in total

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GenesisAria
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PostPosted: Fri Apr 10, 2015 7:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

i think the idea of using them as single frame infantry is a good one... does unselectable make it so no health bar shows on mouse-over too?

i'm sure there's a way to get thme in with a custom pallete.. (i wasn't able to load an shp in as an overlay)

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BoldRebel
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PostPosted: Fri Apr 10, 2015 7:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

nope there is no way,just let it be as terrain object

so i will try to figure out this thing Smile

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GenesisAria
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PostPosted: Fri Apr 10, 2015 9:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

urban pallete means it can only be on urban maps, no?

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Trans_C
AA Infantry


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PostPosted: Fri Apr 10, 2015 10:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

GenesisAria wrote:
urban pallete means it can only be on urban maps, no?

NewUrban, to be more exactly.

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FurryQueen
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PostPosted: Fri Apr 10, 2015 11:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

Cherry blossom trees? In my RA2?! Oh ztype yes. Definitely using both of these somehow. #Tongue

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GenesisAria
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PostPosted: Sat Apr 11, 2015 5:26 am    Post subject: Reply with quote  Mark this post and the followings unread

make it an infantry, and then use
PixelSelectionBracketDelta=-9999
to remove it's health bar.

Height=-9999 can do the same for buildings (i decided to use this for the torii)

hey i just realized, if you converted trees into infantry you could even give them topple animations.

make the tree image into an shp (custom pallete?), then:
Code:

-- removed
incomplete.

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Last edited by GenesisAria on Sat Apr 11, 2015 9:47 pm; edited 3 times in total

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BoldRebel
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PostPosted: Sat Apr 11, 2015 6:00 am    Post subject: Reply with quote  Mark this post and the followings unread

GenesisAria wrote:
make it an infantry, and then use
PixelSelectionBracketDelta=-9999
to remove it's health bar.

Height=-9999 can do the same for buildings (i decided to use this for the torii)

hey i just realized, if you converted trees into infantry you could even give them topple animations.

make the tree image into a unittem shp, then:
Code:
[Tree001]
UIName=Name:Cherry
Name=Sakura Tree
Image=jtree1
Category=Civilian
Strength=200
Armor=wood
TechLevel=-1
Insignificant=yes
Sight=0
Speed=0
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry,Special,Neutral
AllowedToStartInMultiplayer=no
Cost=0
Soylent=0
Points=0
Nominal=yes
Locomotor=
PhysicalSize=1
MovementZone=
ThreatPosed=0
ImmuneToPoison=yes
ImmuneToPsionics=yes
ImmuneToPsionicWeapons=yes
ImmuneToRadiation=yes
ImmuneToVeins=yes
Size=1
NotHuman=yes
Crushable=no
Disableable=no
Selectable=no
PixelSelectionBracketDelta=-9999

the art.ini is very simple, just make it blank with no sequence (unless you make topple anims)


i think that the color output is different
because the tree was designed to specific palette

have you tested it?

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GenesisAria
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PostPosted: Sat Apr 11, 2015 6:07 am    Post subject: Reply with quote  Mark this post and the followings unread

yeah just now loaded it in shp builder, unittem would make the tree become all not-pink. gotta use custom palette, not exactly sure how you tell it what palette to use though.
edit: i see where. cool, i just copied the isoubn.pal and renamed it cherry.pal then threw it in the palette folders under shp builder... imma finish coding it, then test a bunch of stuff after i sleep.
if it works i'll upload shp vers and palette.

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Last edited by GenesisAria on Sat Apr 11, 2015 6:22 am; edited 1 time in total

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BoldRebel
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PostPosted: Sat Apr 11, 2015 6:16 am    Post subject: Reply with quote  Mark this post and the followings unread

GenesisAria wrote:
yeah just now loaded it in shp builder, unittem would make the tree become all not-pink. gotta use custom palette, not exactly sure how you tell it what palette to use though.
edit: i see where. cool, i just copied the isoubn.pal and renamed it cherry.pal then threw it in the palette folders under shp builder... imma finish coding it, then test a bunch of stuff after i sleep.


nope, the palette affects whole terrain not just trees Very Happy
anyway nice code

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GenesisAria
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PostPosted: Sat Apr 11, 2015 6:23 am    Post subject: Reply with quote  Mark this post and the followings unread

you can make individual shp's have whatever palette you want.  that said, why didn't i just make it use isoubn haha. iono i'll fart with it tomorrow.

Edit: another brainblast: with this method you could have leaves/petals falling animations. Modding evolves!

(ps: this is why i wanna work with people on stuff, because i'm good at working this stuff out, but terrible at making images and animations)

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Last edited by GenesisAria on Sat Apr 11, 2015 6:40 am; edited 1 time in total

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BoldRebel
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PostPosted: Sat Apr 11, 2015 6:39 am    Post subject: Reply with quote  Mark this post and the followings unread

nope just like what they said,it was impossible unless ares can make it like what rockpatch has,or you use a rockpatch,then u can use palette attached to one animation

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BoldRebel
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PostPosted: Sat Apr 11, 2015 7:46 am    Post subject: Reply with quote  Mark this post and the followings unread

Trans_C wrote:
GenesisAria wrote:
urban pallete means it can only be on urban maps, no?

NewUrban, to be more exactly.


thanks

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Last edited by BoldRebel on Sat Apr 11, 2015 8:00 am; edited 1 time in total

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Mig Eater
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PostPosted: Sat Apr 11, 2015 7:49 am    Post subject: Reply with quote  Mark this post and the followings unread

Ares already allows the use of custom pallets...

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BoldRebel
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PostPosted: Sat Apr 11, 2015 8:01 am    Post subject: Reply with quote  Mark this post and the followings unread

but the thing i dislike in ares is loading saved skirmishes,missions is not supported

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Mig Eater
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PostPosted: Sat Apr 11, 2015 8:08 am    Post subject: Reply with quote  Mark this post and the followings unread

Your personal opinion of Ares isn't the problem, it's your ignorance of Ares features that is.

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BoldRebel
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PostPosted: Sat Apr 11, 2015 4:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

sakura trees seems to be invisible when placing them on the map
but when loading the game, it appears

was it natural? o_O

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GenesisAria
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PostPosted: Sat Apr 11, 2015 7:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

haha, well when i placed them they were invisible, and ingame they were there and worked, except they were chrono-trees for some reason hahaha. they teleported every time you shot them.
maybe i need to add a locomotor. the colours were indeed wrong.  can you tell it to use existing palettes within the ra2 mixes? or does that count as custom palette?  because there's newurban, and also yuriradar.pal has lots of browns and pinks.

only thing i don't know is what about bullets?  is there an immune to bullets tag?  i know there's a bullets= in warheads... if not and ares doesn't have it, ares should add it.

edit: fixed the chrono trees by adding locomotor . . . but now thye cause immense lag for some reason just by existing.
edit2: fixed lag by creating a tree sequence with all lines filled with 0,1,1
now just to figure out the palette issue.

Code:

-- removed
incomplete.

(fixed it in my previous post too)

edit3: it started causing lag when i moved things through them. hmm. . .

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Last edited by GenesisAria on Sat Apr 11, 2015 9:47 pm; edited 1 time in total

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Trans_C
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PostPosted: Sat Apr 11, 2015 9:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

You need to put your assets in a mix to make finalalert to read them.

...Maybe I should post something unrelated to Japan next time.

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GenesisAria
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PostPosted: Sat Apr 11, 2015 9:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

i'll make my own thread for it.

ps:
BoldRebel wrote:
sakura trees seems to be invisible when placing them on the map
but when loading the game, it appears
because it only has one frame. i duplicated the frames to have the 8 directions. now it shows up.

Edit: How to make a tree as an immobile infantry.

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PostPosted: Wed Apr 15, 2015 2:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

Trans_C wrote:
You need to put your assets in a mix to make finalalert to read them.

...Maybe I should post something unrelated to Japan next time.


i did inserted them in ra2md.mix in local then urbann
not sure if i did what the correct place xD

anything about asia is appreciated
got fed up on full western theme Neutral

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BoldRebel
Vehicle Drone


Joined: 04 Apr 2015
Location: Temptation Island, an archipelago in the east

PostPosted: Wed Apr 15, 2015 2:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

Trans_C wrote:
You need to put your assets in a mix to make finalalert to read them.

...Maybe I should post something unrelated to Japan next time.


i did inserted them in ra2md.mix in local then urbann(in folder ra2)
not sure if i did what the correct place xD

anything about asia is appreciated
got fed up on full western theme Neutral

also thanks Smile

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BoldRebel
Vehicle Drone


Joined: 04 Apr 2015
Location: Temptation Island, an archipelago in the east

PostPosted: Wed Apr 15, 2015 2:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

GenesisAria wrote:
i'll make my own thread for it.

ps:
BoldRebel wrote:
sakura trees seems to be invisible when placing them on the map
but when loading the game, it appears
because it only has one frame. i duplicated the frames to have the 8 directions. now it shows up.

Edit: How to make a tree as an immobile infantry.


not sure :/ , but what just tran c said, they appears on final alert but with just 1 frame by just inserting it to assets
im not sure where,i just inserted it to urbann.mix but still not appearing

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Wed Apr 15, 2015 2:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

You shouldn't edit the original mix files! Create a mix file called ecachemdxx (xx being any number between 02 & 99) & then put your files in there instead.

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