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Need Help For New City Buildings
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adamstrange
Tiberian Fiend


Joined: 07 Mar 2013

PostPosted: Sat Jul 16, 2022 8:36 pm    Post subject:  Need Help For New City Buildings Reply with quote  Mark this post and the followings unread

Hey Guys
I started creating new buildings for public release, but after spending all day yesterday creating 4 of them,  I opened one of them and there are a bunch of pink dots.

What I did was to cut-and-paste over the existing building because I don't know about creating debris or shadows, so I just use the ones already there.
When I went to add it to a map to see how it would look, it doesn't even appear in the editor.

Code:
[CAMORR51]
Name=Morocco Generic02
;UIName=Name:CAMORR02
UIName=Name:CAMORR51
Image=CAMORR51
TechLevel=-1
Strength=1500
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=wood
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
;DestroyAnim=CARUS01D
DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6
MaxDebris=15
;MinDebris=5
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=8 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=15
CanOccupyFire=yes
LeaveRubble=true
DieSound=MonumentCrumble


[CAMORR51]
Image=CAMORR51
Normalized=yes
Remapable=no
Foundation=3x3
Height=8
NewTheater=yes
DemandLoad=true
MuzzleFlash0=-28,7
MuzzleFlash1=-51,8
MuzzleFlash2=-35,37
MuzzleFlash3=-62,-30
MuzzleFlash4=-2,-3
MuzzleFlash5=48,-7
MuzzleFlash6=59,10
MuzzleFlash7=38,-38
MuzzleFlash8=25,-13
MuzzleFlash9=14,33
CanBeHidden=False
OccupyHeight=6
DamageFireOffset0=-54,-8
DamageFireOffset1=49,20

I exported the SHP files as PNG and created them in paint shop pro.
I would like to partner up with someone who really knows about getting buildings into the game and I would create all the buildings with the damage and garrison files plus the rules and art codes, and they would get them in game.

I have plans for city, factory and country sets so that map and mod creators will have dozens of new buildings for them to use.



2022-07-16_162658.png
 Description:
This is what it supposed to look like, and I have the damage and garrison files done for this building
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2022-07-16_155039.png
 Description:
But this is what in looks like after importing Image to SHP.
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McPwny
Cyborg Artillery


Joined: 29 Jan 2018

PostPosted: Sat Jul 16, 2022 9:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

try using LKO's image shaper for converting the images from paintshop into .shp. i have never had any
problems with its palette conversion and you can manipulate the color palette which makes it better than
shp editor

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adamstrange
Tiberian Fiend


Joined: 07 Mar 2013

PostPosted: Sat Jul 16, 2022 10:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

When I try to convert it to a shp file it sez PALETTE NOT LOADED, and Image from Row[0] Column[0] has no palette assigned!

The palette manager is empty and there is no LOAD PALETTE feature [whatever that is].

There is a SET PALETTE feature, but clicking on it does nothing.



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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Sat Jul 16, 2022 11:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

In SHP Builder there's a cscheme to "kill permabrights" which should fix it, but make sure the frame range is only 1 frame, because rubble frames will get messed up if you do all frames.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sat Jul 16, 2022 11:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

adamstrange wrote:
The palette manager is empty and there is no LOAD PALETTE feature [whatever that is].

Reading the first post in the Image Shaper topic helps to understand how it works.

Quoted here only a few of the full tutorial images and explanations.
Notice on the 2nd step how it says "-right click on the palette and load a palette"
Quote:

How to use
Drag and Drop files on the datagrid or use its right-click context menu to load image files.


Assign a palette to the images.

-right click on the palette and load a palette


-right click on a color which should be ignored during the conversion into the palette


-the color is marked red

-hold-click on that color and drag the mouse to other colors, which should have the same "ignored" property



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adamstrange
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Joined: 07 Mar 2013

PostPosted: Sun Jul 17, 2022 7:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yes, I saw the second image when I first downloaded it, but that doesn't exist in the version that I downloaded.

There is no LOAD PALETTE box as it appears in the second image because that is found in version 01.01.00.01 and the one that I downloaded is version 01.01.00.24.

So when I right click the only thing that comes up is SET PALETTE, there is no LOAD PALETTE, unless there is some sort of hidden menu or a hidden way to select LOAD PALETTE.



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adamstrange
Tiberian Fiend


Joined: 07 Mar 2013

PostPosted: Sun Jul 17, 2022 7:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
In SHP Builder there's a cscheme to "kill permabrights"

Where do I find this ?

What are the proper settings in SHP Builder needed to convert this building because there are dozens of combinations and there are so many palettes



2022-07-17_155242.png
 Description:
In shp builder I haven't a clue as to what combination of palette and settings to apply because there are dozens upon dozens of different combinations.
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2022-07-17_155242.png



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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Mon Jul 18, 2022 5:44 am    Post subject: Reply with quote  Mark this post and the followings unread

Colour Schemes Menu -> Custom Schemes -> kill permabrights...

You use it after you've already imported the image. Those options you're looking at are just for the initial conversion accuracy, but they use the whole palette when deciding, and the problem is you don't want to use the whole palette.

You can of course make your own conversion palette with all the offending parts blanked out (magenta) so as to do it mostly in one step.

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McPwny
Cyborg Artillery


Joined: 29 Jan 2018

PostPosted: Mon Jul 18, 2022 6:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

1)
right click on the palette and select "load palette"


2)
load the palette


3)
(if using unittem.pal) right click on palette, select "ignore color"


4)
block out these colors from your palette because they are bad


5)
make sure opt. canvas is not on


6)
put the images in (drag and drop the image files in)


7)
press this button

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adamstrange
Tiberian Fiend


Joined: 07 Mar 2013

PostPosted: Mon Jul 18, 2022 7:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks Guys
I will be working on it this week and will post the results.
If I sussessful, expect tons of new buildings.

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adamstrange
Tiberian Fiend


Joined: 07 Mar 2013

PostPosted: Fri Jul 22, 2022 1:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

There is no KILL PERMABRITE in shp builder.
Only kill [2-15] and [p239-255]



2022-07-22_085610.png
 Description:
I still need the full exact settings in shp builder because I don't know what palette to use.
I imported the images, This was the result using the urban palette and after using kill [2-15] and [p239-255] it does nothing.
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2022-07-22_085610.png



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adamstrange
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Joined: 07 Mar 2013

PostPosted: Fri Jul 22, 2022 1:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

This is the setting in image shaper



2022-07-22_084613.png
 Description:
These are the settings I used.
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2022-07-22_084613.png



2022-07-22_084551.png
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This is the result.
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2022-07-22_084551.png



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adamstrange
Tiberian Fiend


Joined: 07 Mar 2013

PostPosted: Fri Jul 22, 2022 2:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

I also tried the Make a Building for RA2 tutorial from yrargentina and all I keep getting is this error.



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2022-07-22_102041.png
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Even though the files are named exactly like it sez
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2022-07-22_102041.png



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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Fri Jul 22, 2022 3:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

adamstrange wrote:
There is no KILL PERMABRITE in shp builder.
Only kill [2-15] and [p239-255]

That's the one.

Also you imported with the wrong palette, you can see in the title bar it says isotem.pal when it should be unittem.pal like what you have in ImageShaper.

When you imported it, you didn't go to the last tab and set the dropdown options correctly for building.

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adamstrange
Tiberian Fiend


Joined: 07 Mar 2013

PostPosted: Sat Jul 30, 2022 6:05 am    Post subject: Reply with quote  Mark this post and the followings unread

HEY GE
Can you please check as too why the building won't show in FA ?
Image shaper  after loading the palette just does not work and after following your info on using Only kill [2-15] and [p239-255] in shp builder the building came out okay, but it does not show in the editor.

The name of the building appears in the editor and if you place it on a map in FA then hover over where you put it, you will see that it is there by the info in the FA bottom status bar, but the image is invisible.

Am I supposed to load the unittem.pal first then open the shp and then apply the Only kill [2-15] and [p239-255] and then save it as a shp ?

Also when I apply the Only kill [2-15] and [p239-255] I don't see it do anything, so I don't know if it's working.
THANKS

501=CAMORR11

[CAMORR11]
Name=Morocco Concrete02
;UIName=Name:CAMORR02
UIName=Name:CAMORR11
Image=CAMORR11
TechLevel=-1
Strength=1500
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=wood
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
;DestroyAnim=CARUS01D
DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6
MaxDebris=15
;MinDebris=5
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=8 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=15
CanOccupyFire=yes
LeaveRubble=true
DieSound=MonumentCrumble


[CAMORR11]
Image=CAMORR11
Normalized=yes
Remapable=no
Foundation=3x3
Height=8
NewTheater=yes
DemandLoad=true
MuzzleFlash0=-28,7
MuzzleFlash1=-51,8
MuzzleFlash2=-35,37
MuzzleFlash3=-62,-30
MuzzleFlash4=-2,-3
MuzzleFlash5=48,-7
MuzzleFlash6=59,10
MuzzleFlash7=38,-38
MuzzleFlash8=25,-13
MuzzleFlash9=14,33
CanBeHidden=False
OccupyHeight=6
DamageFireOffset0=-54,-8
DamageFireOffset1=49,20



2022-07-30_014339.png
 Description:
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2022-07-30_014339.png



camoor11.shp
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 Filename:  camoor11.shp
 Filesize:  103.27 KB
 Downloaded:  4 Time(s)


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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Sun Jul 31, 2022 5:53 am    Post subject: Reply with quote  Mark this post and the followings unread

You named the file CAMOOR and the code is CAMORR...

Also remember you need files for each theater, otherwise you'll only see it in snow maps.

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adamstrange
Tiberian Fiend


Joined: 07 Mar 2013

PostPosted: Sun Jul 31, 2022 8:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
Also remember you need files for each theater

OH WOW...I don't know what those theater files are, but I see what you mean because I renamed the file, and it showed up in the FA editor, but after placing it on a map and starting the game, the building does not show, it's invisible.

What are the names of theater files, where do I find them and how do I include them so that the community can use my buildings in their maps ?

Thanks G-E

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Mon Aug 01, 2022 3:48 am    Post subject: Reply with quote  Mark this post and the followings unread

xAxxxx is the root name when using NewTheater=yes artwork, the A gets replaced for each type of map, U,T + D,L for YR. You need every name variant for every theater you want the building available. You'll find if you poke through the game files, not every building exists in every theather, or the artwork is incorrect in a few cases, because they didn't plan to use it in those others.

The old Theater=yes naming scheme will change the extension for each theater, so you'd need cabldg01.sno + .urb + .tem etc.

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adamstrange
Tiberian Fiend


Joined: 07 Mar 2013

PostPosted: Tue Aug 02, 2022 3:51 am    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
xAxxxx is the root name when using NewTheater=yes artwork, the A gets replaced for each type of map


I dont understand what is xAxxxx.
NewTheater=yes is already set in the art code and when I converted the shp files into images I didn't see any code file in the conversion, just the PNG files.

I did a search for cabldg01.sno in xcc mixer but it shows nothing, nothing comes up.
Quote:
You need every name variant for every theater you want the building available
What do you mean by this ?
Name the building to what ?

Is cabldg01.sno a file that has to go into the shp in order for the building to work, like cabldg01.urb packed in some how with the building shp and then it will work ?

Or in the art code do I put
NewTheater=Temperate
NewTheater=Urban
NewTheater=Snow
So that it will show in all of these type of maps ?

I'm afraid to try it in case its wrong and mess up the game.

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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Tue Aug 02, 2022 4:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'll regret this but

Filenames = Theater
CAMORR = Arctic (Snow)
CDMORR = Desert
CGMORR = Generic (fallback if missing a theater art)
CLMORR = Lunar
CNMORR = New Urban
CTMORR = Temperate
CUMORR = Urban

So when you have:
[CAMORR]
NewTheater=yes

it will show the SHP CLMORR on a lunar map, CNMORR on a New Urban map, etc.

.urb, .sno, .tem, etc. are all TerrainTypes not buildings and use their respective theater palette.

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adamstrange
Tiberian Fiend


Joined: 07 Mar 2013

PostPosted: Sat Aug 06, 2022 12:59 am    Post subject: Reply with quote  Mark this post and the followings unread

Thanks 4Star

Why does the debris appear like this, do I have to process it differently and separately somehow ?



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McPwny
Cyborg Artillery


Joined: 29 Jan 2018

PostPosted: Mon Aug 08, 2022 1:44 am    Post subject: Reply with quote  Mark this post and the followings unread

the rubble frames of buildings are technically overlays, and they are rendered in the theater palette instead
of the building palette. so here, the building frames will have been in unitsno and the rubble frames should
be in isosno. the temperate buildings rubble should be in isotem

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Wed Aug 10, 2022 10:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

Adam you should avoid placing full snow on the shadow size without also darkening it, and I recommend making it more blue as well, or at least have streaks of blue-gray for the darker parts. As you se in that last image you posted, the white creates a sharp contrast that makes it look like a shadow error.

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adamstrange
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Joined: 07 Mar 2013

PostPosted: Tue Aug 16, 2022 5:45 am    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
Adam you should avoid placing full snow on the shadow size without also darkening it

That's the thing, GE is that I just opened a new map that just happened to be snow and placed the building to test it to see if the garrison and damage would work. I didn't do anything else because I don't know how to make a building snow effect Laughing
Quote:
The rubble frames of buildings are technically overlays, and they are rendered in the theater palette instead
of the building palette.
McPwny, how do I render the rubble separately from the building, damage and garrison and then put it back into a single working SHP ?
Also are the shadows created automatically by the game according to the building's height or if not how do I create shadows for custom buildings like this ?



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McPwny
Cyborg Artillery


Joined: 29 Jan 2018

PostPosted: Tue Aug 16, 2022 4:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

assuming you are doing it with .shp editor, you would have to go to the rubble frame of the building, copy the image, change
the palette to isotem, then paste the image back in so shp editor can convert the image to the right colors for that frame. you
might also have to change the background color for that frame in paintshop before pasting.

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Tue Aug 16, 2022 4:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

See my shadow tutorial.

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adamstrange
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Joined: 07 Mar 2013

PostPosted: Wed Aug 17, 2022 7:03 am    Post subject: Reply with quote  Mark this post and the followings unread

Thanks to both of you for helping me out and I will be working on this during the week and let you know if I have any problems.

GE, I made a PDF file of your tutorial to ensure I will always have it.

That build that you made is awesome but what program did you use to make it and was this cut and paste or scratch built ?

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