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some visual help needed [support request]
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GenesisAria
Cyborg Firebomber


Joined: 10 Mar 2015
Location: Canaderp

PostPosted: Wed Apr 08, 2015 12:54 pm    Post subject:  some visual help needed [support request] Reply with quote  Mark this post and the followings unread

I can't seem to figure out how to change the animation position for a buildup . . . i had modified a chronosphere animation to be the buildup for the time machine . . . but i don't want to have to reposition every frame if i can help it.
i've tried messing with all of:
YDrawOffset=
ZDrawOffset=
ActiveAnimX=
ActiveAnimY=
ActiveAnimYSort=
ActiveAnimZAdjust=
ZAdjust=
YSort=
none of them seemed to do anything.. i put large numbers in them to see if they did anything but nope.

YDrawOffset=
was only that worked for regular animations, like impact explosions.
speaking of which, i can't figure out how to make explosions get pushed up in layers so they render on top of buildings up to the center (preferably still render behind when in tiles behind tall ones)

Also i'm wondering if anyone knows a way to give a vehicle a building selection box like the core defender in FS

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ApolloTD
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Joined: 19 Nov 2003

PostPosted: Wed Apr 08, 2015 1:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

Buildup is not normal animation in those terms so trying those will not work.

You'll have to reposition the shp frames but such is not so bad if you realise to use the canvas adjusting and center view tool than try position each frame separately.

As for layer, that is problematic case... I assume you mod RA2: either try ZAdjust or just go Layer=Top if all else fails.

Core defender like building selection box is not possible, it was an hard coded special property in FS related to its own key/tag.

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GenesisAria
Cyborg Firebomber


Joined: 10 Mar 2015
Location: Canaderp

PostPosted: Wed Apr 08, 2015 4:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

figured as much.

layer=top and zadjust weren't workig, it still shows behind buildings like wf and conyard

is it possible to get the ion cannon ripple effect without ares? psychic dominator uses it but i didn't find that part of it anywhere.

canvas and center view tool? i use gimp and i'm unaware of these lol... i know the exact pixel offset i need, but i'd be a pain to do it for every frame.

it needs an adjust of 15px right and 49px down :<



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

PostPosted: Wed Apr 08, 2015 5:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nope, you need Ares for ripple - it's hardcoded at PDom, that's why you cannot find it.

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GenesisAria
Cyborg Firebomber


Joined: 10 Mar 2015
Location: Canaderp

PostPosted: Wed Apr 08, 2015 6:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

how does one make a black flash, like iron curtain impact?

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Graion Dilach
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Joined: 22 Nov 2010
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PostPosted: Wed Apr 08, 2015 7:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

Attach the negative AlphaImage to a particle and spawn it.

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=======================
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E1 Elite
General


Joined: 28 May 2013

PostPosted: Wed Apr 08, 2015 7:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

GenesisAria wrote:
canvas and center view tool? i use gimp and i'm unaware of these lol... i know the exact pixel offset i need, but i'd be a pain to do it for every frame.

It is in SHP Builder itself in menu and button bar. Graphic tools also support batch processing for such cases.

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GenesisAria
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Joined: 10 Mar 2015
Location: Canaderp

PostPosted: Wed Apr 08, 2015 8:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

hmm, neat thing that, but now i'm getting weird cut-offs, like it's clipping the top and bottom of the animation ingame even though it looks fine in shp builder

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GenesisAria
Cyborg Firebomber


Joined: 10 Mar 2015
Location: Canaderp

PostPosted: Wed Apr 08, 2015 8:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

aha! i succeeded!  thanks a ton for that tip on the canvas thing, i could figure out what it was being fussy with (i never noticed shp builder had such a feature), and how i needed to offset it, gotta counter-balance if the anim is larger than the base Very Happy



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GenesisAria
Cyborg Firebomber


Joined: 10 Mar 2015
Location: Canaderp

PostPosted: Wed Apr 08, 2015 9:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

Graion Dilach wrote:
Attach the negative AlphaImage to a particle and spawn it.
i have no idea how to handle particles... i couldn't seen to get a simple weapon to cause sparks even.

i still find myself unable to modify whether an animation renders on top or buildings or not.  this actually includes vehicles and stuff when they fly from the ground up or down they go through the buildings oddly.  shp's randomly disappear when they're about half way up the building's shp vertically.  it's also annoying when a bunch of tanks are shooting at a building and the shells just disappear inside it . . . id rather they at least blew up on top.  even prism beams disappear through a building when shooting behind it.  does this have to do with the "CanHideThings" tag in art.ini?

now i'm trying to figure out how to make a straight line plasma ball type weapon, like the cyborg commando in TS

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MRMIdAS
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Joined: 17 Jul 2008

PostPosted: Thu Apr 09, 2015 2:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

GenesisAria wrote:
aha! i succeeded!  thanks a ton for that tip on the canvas thing, i could figure out what it was being fussy with (i never noticed shp builder had such a feature), and how i needed to offset it, gotta counter-balance if the anim is larger than the base Very Happy


That looks pretty good, would love to see it ingame.

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GenesisAria
Cyborg Firebomber


Joined: 10 Mar 2015
Location: Canaderp

PostPosted: Fri Apr 10, 2015 5:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

i can't manage to get a simple projectile to travel straight like cyborg commando plasma in TS.  they always ballistic, and end up hitting short of where i clicked to fire too.  trying to make an energy weapon with a sort of photon torpedo looking projectile.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Fri Apr 10, 2015 11:06 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
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GenesisAria
Cyborg Firebomber


Joined: 10 Mar 2015
Location: Canaderp

PostPosted: Sun Apr 12, 2015 1:15 am    Post subject: Reply with quote  Mark this post and the followings unread

i got that working, but how do i make it animated?

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Sun Apr 12, 2015 10:04 am    Post subject: Reply with quote  Mark this post and the followings unread

AnimLow, AnimHigh and AnimRate are your friend. See PULSBALL for an example.

_________________
"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
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GenesisAria
Cyborg Firebomber


Joined: 10 Mar 2015
Location: Canaderp

PostPosted: Mon Apr 13, 2015 8:41 am    Post subject: Reply with quote  Mark this post and the followings unread

working wonderfully.


next issue is goddamn buildings.  i converted that beacon thing from TS to RA2, and was gonna use it as a base alarm thing, but it is forever invisible.

Code:
[caklax_a]
Normalized=yes
LoopStart=0
LoopEnd=4
LoopCount=-1
Rate=220
NewTheater=yes  <===removed
Shadow=yes

everything looks normal to me, but it's invisible ingame... although it's not misassociating itself because the icon shows.  all the shp's are where they are supposed to be.  i've tried many things and i don't get why it won't show.  (i know it's not due to a bugged buildup cuz it wouldn't be able to fire)
goddamn theater tags. removed that and it fixed, lol i'm an idiot.

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GenesisAria
Cyborg Firebomber


Joined: 10 Mar 2015
Location: Canaderp

PostPosted: Thu Apr 16, 2015 5:14 am    Post subject: Reply with quote  Mark this post and the followings unread

how does one get a dark flash like the iron impact?
doing CLDisable___ on all 3 colours just makes it have no flash...
Ares has a Spotlight.DisableColor, does this exist for weapons with bright=true as well?

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Thu Apr 16, 2015 5:39 am    Post subject: Reply with quote  Mark this post and the followings unread

That thing seems to be hooked up to the Iron Curtain Logic. So nope not possible.

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gameaddict11707
Grenadier


Joined: 15 Jul 2011

PostPosted: Thu Apr 16, 2015 5:40 am    Post subject: Reply with quote  Mark this post and the followings unread

CombatLightSize=-100%
Negative numbers darken the flash.

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GenesisAria
Cyborg Firebomber


Joined: 10 Mar 2015
Location: Canaderp

PostPosted: Thu Apr 16, 2015 7:06 am    Post subject: Reply with quote  Mark this post and the followings unread

i tried -150% and it just didn't make any light period.

do i need to do something like remove the disable colours?
doesn't seem to work.
i swear i've seen dark flashes on non-ironcurtain things in mods before but it'd been years.

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GenesisAria
Cyborg Firebomber


Joined: 10 Mar 2015
Location: Canaderp

PostPosted: Mon Apr 20, 2015 9:07 am    Post subject: Reply with quote  Mark this post and the followings unread

After adding fire back, so that certain weapons and so on could cause fires, for some reason all of the infantry death types except 1 and 2, cause a fire after... How do i make this not happen? Adding Flamer=no to the animations didn't work.
(and lol, why was s_clsn42 in ts anim palette?)

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Atomic_Noodles
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Joined: 05 Oct 2011

PostPosted: Mon Apr 20, 2015 9:41 am    Post subject: Reply with quote  Mark this post and the followings unread

WW Forgot to render it in RA2's Anim Palette. The Unofficial YR Patch fixes that along with other minor bits and stuff though you can probably change those to your own tastes.

Just tweak the anims to have not Sparky as this is the tag that causes the game to add fire.

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GenesisAria
Cyborg Firebomber


Joined: 10 Mar 2015
Location: Canaderp

PostPosted: Mon Apr 20, 2015 9:43 am    Post subject: Reply with quote  Mark this post and the followings unread

Sparky isn't in the warhead, you mean add Sparky=no to the animations?
I was under the impression Flamer= was what caused fires... (as it made fires on the anims i added this to)
Sparky is what i see cause additional fires on buildings...

(i just re-imported s_clsn42 with ra2 anim palette and it looks the same so that works)

Another problem, adding additional IFV turrets, causes a very strange glitch where a couple of them will show 2 turrets at once, and switch which one renders on top depending on the facing...

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ApolloTD
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Joined: 19 Nov 2003

PostPosted: Mon Apr 20, 2015 10:21 am    Post subject: Reply with quote  Mark this post and the followings unread

Flamer/Scorch will both create flames in the anim so may wanna keep them no if not want after flames in ARES.

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GenesisAria
Cyborg Firebomber


Joined: 10 Mar 2015
Location: Canaderp

PostPosted: Mon Apr 20, 2015 10:44 am    Post subject: Reply with quote  Mark this post and the followings unread

Ah, so scorch is the culprit, ty.

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Graion Dilach
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Joined: 22 Nov 2010
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PostPosted: Mon Apr 20, 2015 10:48 am    Post subject: Reply with quote  Mark this post and the followings unread

Since you're already using Ares... why degrade s_clsn42? You coulda just throw in the TS anim.pal with a new name and use CustomPalette anyway... especially if you later would mix TS and RA2 anims.

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=======================
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=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
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GenesisAria
Cyborg Firebomber


Joined: 10 Mar 2015
Location: Canaderp

PostPosted: Mon Apr 20, 2015 1:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

it didn't degrade. it looks exactly the same. the colours it used were present in both palettes.  i did throw in the ts anim palette, i might use it for other things tho haha.

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GenesisAria
Cyborg Firebomber


Joined: 10 Mar 2015
Location: Canaderp

PostPosted: Tue Apr 21, 2015 8:04 am    Post subject: Reply with quote  Mark this post and the followings unread

there's a weird glitch that happens when i mess with the hover bob duration... when it gets to the crest of the bob it suddenly starts bobbing really fast, until it moves back down again.  i find the bobbing really silly on aircraft and hovercraft and want to tone it down if possible.

I've got an issue with exit location for a building... What i'm trying to do is is get them to come out of the front, but whenever i throw numbers in ExitCoord= nothing seems to work.
(ignore the colours, it's a screenshot from FA2)
They always come out the back, and to the right at bit, instead of out the front.

Also, what causes NUKEBALL to go really bright? And superweapon map colour modifying for superweapons in general?  Is it something that can be replicated?

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ApolloTD
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Joined: 19 Nov 2003

PostPosted: Mon Apr 27, 2015 11:56 am    Post subject: Reply with quote  Mark this post and the followings unread

GenesisAria wrote:

I've got an issue with exit location for a building... What i'm trying to do is is get them to come out of the front, but whenever i throw numbers in ExitCoord= nothing seems to work.
(ignore the colours, it's a screenshot from FA2)
They always come out the back, and to the right at bit, instead of out the front.

Also, what causes NUKEBALL to go really bright? And superweapon map colour modifying for superweapons in general?  Is it something that can be replicated?


ExitCoord doesn't work for any barracks like building that has infantry walk out (or never did for me)...only thing defining exit is GDI/NOD/YuriBarracks AFAIK.

Nothing causes nukeball go bright, it is plain simple animation, map wide light is just hardcoded to warhead, else you may control it via custom nuke superweapons to customize (see ARES manual).

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GenesisAria
Cyborg Firebomber


Joined: 10 Mar 2015
Location: Canaderp

PostPosted: Mon Apr 27, 2015 12:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well i said nukeball specicially, because there was a time in the past where i used nukeball as a warhead animation.  it did not trigger the nukeanim blast afterwords, it obeyed the warhead settings, but every shot made the screen go bright with the nukeball animation...
I found the light stuff under superweapons for ares...
It seems i skipped over this section when i went through it all (wasn't considering any superweapons at the time)

I'll have to keep fiddling with the hover bob thing... ideally i'd have it very slow or non-present.

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ApolloTD
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Joined: 19 Nov 2003

PostPosted: Mon Apr 27, 2015 12:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

Erm, most likely you used the nuke warhead, else it doesn't lit the map or surely never did for me.

nukeball is hard coded into exe via warhead call but again, else it has nothing to do with the actual light, the light comes with it or without it if desired.

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GenesisAria
Cyborg Firebomber


Joined: 10 Mar 2015
Location: Canaderp

PostPosted: Mon Apr 27, 2015 12:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

Years ago i literally replaced the APOCEXP with NUKEBALL on apocAP and every shot made the screen go bright lol.  I couldn't figure out why lol.

Reason being: is if i decide to make a supernatural faction, i'm going to need to be able to have units chuck mini superweapons (have them on ammo or w/e) and stuff like being able to activate lighting based on animation or warhead would be nice.

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