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Hi - My first Question (done)
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Ich-Henker
Flamethrower


Joined: 06 Aug 2015
Location: Germany

PostPosted: Thu Aug 06, 2015 11:15 am    Post subject:  Hi - My first Question (done) Reply with quote  Mark this post and the followings unread

Hey, happy to be on this forum!

I am coding a Deliver-Unit Superweapon (Ares [Question not Ares related]).

In order to give it the desired effect I already reduced the Statue Of Liberty's destroy anim frames, reversed them and created all the buildup files with their different namings for the different theaters.

Problem: the buildup doesn't use the right palette and i do not know how to add the correct animations palette - i tried it with palette=citytem (by creating the corrsponding art section in artmd.ini and rulesmdini) etc. but I guess that was a rather foolish attempt to begin with, even though ares supports custom palettes - any idea how i can sync the Statues palette with its now new buildup animation?

Any help is appreciated! #evil

(I do not think ingame screens are needed for the buildup animation is just heavily wrong paletted) the statue itself looks fine)

Last edited by Ich-Henker on Fri Sep 11, 2015 11:00 am; edited 2 times in total

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Aug 06, 2015 11:29 am    Post subject: Reply with quote  Mark this post and the followings unread

buildup anims don't have/use an art.ini entry.
They use the same palette as the main building.

So you have to make sure the buildup anim has the same palette as the building.
A palette/color conversion in SHP Builder should do the job.

P.S. Welcome to PPM.

_________________
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

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Ich-Henker
Flamethrower


Joined: 06 Aug 2015
Location: Germany

PostPosted: Thu Aug 06, 2015 11:46 am    Post subject: Reply with quote  Mark this post and the followings unread

Hey, nice to get an answer from you! I always loved your avatar gif - once I searched all the internet for it to see, if I could use it (credited of course) in my modification - the best looking MKII I could find. Even my girlfriend looked at it and said that it looked cool, while beeing terribly annoyed by my day long coding and dedication  Wink

Just wanted to share that with you!

BTW: Is the modding community still active for RA2 - I can see new Voxels created LaunchBaseBlueprints and Answers but I am a little worried for I love this so much and do not want it to die out (esp.Ares)

Bye! Smile

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Aug 06, 2015 12:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

Sorry, the MMKII (still not SHP converted) will go into TI as a mod exclusive unit.

Yes, RA2 modding is still pretty active. Though slowly people start switching over to OpenRA. But it still takes a long time till OpenRA is a complete replacement for the old RA2 engine and even after that RA2 modding might continue.
After all TS is still modded as well, even if the RA2 engine offers more possibilities.

_________________
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

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Ich-Henker
Flamethrower


Joined: 06 Aug 2015
Location: Germany

PostPosted: Thu Aug 06, 2015 2:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

That worked perfectly - thank you!!! Will help me a lot in future modding.

Smile

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