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AuxAnim, AnimAux1, and AnimAux2
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deathreaperz
Commander


Joined: 20 May 2013
Location: Indonesia

PostPosted: Wed Feb 11, 2015 12:50 pm    Post subject:  AuxAnim, AnimAux1, and AnimAux2
Subject description: Hello there :D
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Hello guys, i found these tags "AuxAnim, AnimAux1, and AnimAux2"
The AuxAnim was said on art(md/fs) but on the exe, there was no tag of it.
The AnimAux1 and AnimAux2 looked promising for me, but now is OBSOLETE Sad

How to make AnimAux1 and AnimAux2 worked again? Maybe this will help modders to overlay another anim without editing the SHP

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Feb 11, 2015 1:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

AnimAux1 AnimAux2, AnimActive, AnimIdle (this is how they are called in TS) are old obsolete keys from the time when TS used the old SHP format from TD,
where all animations are in put in one big SHP. Not separated like you know it from TS/RA2.

The keys still work, but some things like damage frames are shown wrong.

deathreaperz wrote:
Maybe this will help modders to overlay another anim without editing the SHP

What do you mean?
Use ActiveAnimTwo to overlay ActiveAnim. Or use the ZAdjust key to make one anim rendered over another.

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deathreaperz
Commander


Joined: 20 May 2013
Location: Indonesia

PostPosted: Wed Feb 11, 2015 1:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'm not using that for building, but for an animation. Was that possible?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Feb 11, 2015 1:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

Since these are meant to be used on buildings and follow special building rules/logics, i doubt they work on normal animations.

There they would be also quite strange.
Since when does a normal animation (like explosion) have damage frames?
Or when does an animation differentiate  between Idle and Active status?

AnimActive can be used for example for a warfactory, to show the frames of an opening door anim, while AnimIdle is used in the time between to show other frames.



For a simple animation you have keys like
ZAdjust
YDrawOffset
YSortAdjust
Surface
etc
to position the animation in the right render layer and have it rendered above or below other animations.

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SHP Artist of Twisted Insurrection:  Nod buildings

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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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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Wed Feb 11, 2015 2:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

You can overlay anims without editing SHPs by using art.ini debris/trailers. Since you don't even need this often I just consider this thread as another "Reaperz haz no idea wut hez doin" thread.

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"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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deathreaperz
Commander


Joined: 20 May 2013
Location: Indonesia

PostPosted: Wed Feb 11, 2015 4:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

Graion Dilach wrote:
You can overlay anims without editing SHPs by using art.ini debris/trailers. Since you don't even need this.

I need this, but i still trying to figure it out

LKO, is there another way to overlay an animation?

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Wed Feb 11, 2015 4:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

Figure out... what?

Code:
[DUMMYINIT] ;2 frame long dummy SHP
Next=ANIM1
Trailer=ANIM2
SpawnDelay=1


This?

Dude, really. I feel bad just by helping you. I really hope you axed my voiceset, because I feel myself ashamed for associating myself with your mod in the first place...[/code]

_________________
"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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Tod0001
Combat Engineer


Joined: 31 Dec 2013

PostPosted: Sun Aug 30, 2015 9:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

How could I make dual smoke/ exhaust trails for aircraft?
B-52 with 4 dirty smoke trails, ect...

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Aug 30, 2015 9:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

You can't.

For that you have to mod OpenRA.

_________________
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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