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How to draw buildings [TS/RA2]
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RP
Commander


Joined: 12 Jul 2012
Location: Mapping God Heaven

PostPosted: Tue Feb 02, 2021 8:35 am    Post subject:  How to draw buildings [TS/RA2] Reply with quote  Mark this post and the followings unread

I would like to know how a building is draw offset wise.

Generally the drawing offset of a coordinate is at the topleft corner if one were to draw a square around a tile. For single tile objects like infantry, it's relatively easy to get draw them on the correct position. Like this, the top left corner of the gray square is the 'starting point' when drawing in all my cases.


For buildings, this is a bit more complex. In the screenshot below, I simply have the base image without animation stuff.
The offset calculations I took are:
- offset starts at topleft corner of the square of a tile
- x and y of the SHP frame are added to the offset
- half width and half height of the frame are subtracted from the offset

As you can see, nothing is positioned correctly on the red tile.
Anyone around who can help me move forward?



Screenshot_20210202_093124.png
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Screenshot_20210202_093124.png



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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Tue Feb 02, 2021 2:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

The center of the shp file is used as the 0.0 coordinate, which is then aligned to the top of the building's foundation.



cell_align.jpg
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1x1 building with 30x60 shp
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cell_align.jpg



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zzattack
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Joined: 29 May 2007

PostPosted: Thu Feb 11, 2021 12:21 pm    Post subject: Reply with quote  Mark this post and the followings unread


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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Thu Feb 11, 2021 4:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

Are you guys playing the same game as me?



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RP
Commander


Joined: 12 Jul 2012
Location: Mapping God Heaven

PostPosted: Sun Feb 21, 2021 8:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

In the end I used the x and y of the SHP frame and the half-width and half-height of the SHP file. That works fine, even for the building animations, so that was a quick win.

Thanks all, it got me thinking again about my numbers!

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Mental Omega 3.0 Mission creator - Creator of FinalOmega: APYR 3.0 Map Editor

/ppm/'s stupidity

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Mon Feb 22, 2021 3:40 am    Post subject: Reply with quote  Mark this post and the followings unread

The exceptions to the middle pixel being the top corner of the foundation is when the middle pixel is the center of the cell for TerrainTypes, and any AlphaImage applied to one inherits the center of cell alignment.

SmudgeTypes follows building foundation alignment, as they can have multi-cell foundations.

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