Posted: Sat Mar 18, 2006 5:23 am Post subject:
The foundation of TD buildings: forgotten?
Subject description: How come TS and RA2 has only symmetrical foundations?
Well, I have been wondering this since...something, but the question is:
In TD, you could build buildings with non-symmetric foundations (powerplant, refinery). If you don't understand what I mean, TS and RA2 has only quadrangular foundations, but TD has pentagonal, or even hexagonal foundations! was this hardcoded, or why was this removed? was it the TS's engine didn't support this? _________________
The TD/RA foundations were under the whole SHP, meaning, you could click the very top of the antenna on the AGT and you'd select it just as well as the center of the tower bit..
Useful, althought kinda made bases with straight lines slightly hard.. _________________
The TD/RA foundations were under the whole SHP, meaning, you could click the very top of the antenna on the AGT and you'd select it just as well as the center of the tower bit..
makes to think...was it so that the foundation was hardcoded, and was determiated by the size of the shp? interesting... _________________
Foundation=3x3Refinery would be a "hidden" (unused) foundation which works fine.
WW probably didn't code any others because they weren't in need of any.
Would you code thousands of foundations if you never needed them? I don't think so... QUICK_EDIT
It can be used on any building.......
its simply a 3x3 foundation with the bottom center cell removed
Most likely removed from the refinary to stop the AI clogging up the front of the refinery and preventing units entering
Could also have been programmed before the re-introduction of bibs (just a guess) _________________ QUICK_EDIT
It can be used on any building.......
its simply a 3x3 foundation with the bottom center cell removed
Most likely removed from the refinary to stop the AI clogging up the front of the refinery and preventing units entering
Could also have been programmed before the re-introduction of bibs (just a guess)
I didn't know 3x3 has an removed cell from the bottom. But, in your mod, TS:Retro, I don't remember I could build there. So, it has been somehow made so, that you can't build there, but your units can go there? _________________
It can be used on any building.......
its simply a 3x3 foundation with the bottom center cell removed
Most likely removed from the refinary to stop the AI clogging up the front of the refinery and preventing units entering
Could also have been programmed before the re-introduction of bibs (just a guess)
I didn't know 3x3 has an removed cell from the bottom. But, in your mod, TS:Retro, I don't remember I could build there. So, it has been somehow made so, that you can't build there, but your units can go there?
Eh !? I dont use '3x3Refinery' in TSR for any structure, the refinary in TSR uses '3x3' just like vanilla TS _________________ QUICK_EDIT
Joined: 24 May 2004 Location: Flanders (Be) Posts:300000001
Posted: Mon Apr 10, 2006 7:27 am Post subject:
Kyler Adams wrote:
The TD/RA foundations were under the whole SHP, meaning, you could click the very top of the antenna on the AGT and you'd select it just as well as the center of the tower bit..
wtf? totally not true. AGT is one cell, only you have to have a spare cell above it (which simply means you can't build it off the top of the map). But even that spare cell can still be built on.
In fact, the Hand of Nod's can have a SAM site almost completely hidden behind the hand part. The actual space taken by the hand of Nod is only three cells. Two to the side, and then one down at the right side. The space behind the hand is 100% free. Same with the GDI weapons factory (which looks like 9 cells but is actually only 6, not counting the bib), the Temple of Nod (same as weap), and the Obelisk (same as AGT). _________________ QUICK_EDIT
Joined: 25 Aug 2004 Location: DAS BOOT IM DER OSTSEE
Posted: Mon Apr 10, 2006 10:21 am Post subject:
3x3 refinery's blank space is used in RA1, and a pain in the as if you disable bibs, AI has a tendency to place pillboxes/tesla coils/flame turrets/porn studios where the ore trucks dump, thus they get clogged up. _________________ PPM's Reichstrollfuherer, 236th Trollenparties brigade. QUICK_EDIT
Were there any buildings small enough to hide in the gaps in the RA refinery (that would remain hidden using the rest of the building)? _________________
Joined: 24 May 2004 Location: Flanders (Be) Posts:300000001
Posted: Fri Apr 14, 2006 8:17 pm Post subject:
Clazzy wrote:
The Red Alert refinery had a bizarre shape, and wasn't 3x3Refinery. It was 3x3 with an extra cell at the top middle.
C&C1 ref is exactly the same shape.
_X_
XXX
XXX
VVV
_ open
X building
V bib
So the basic shape is 2x3, with 1 extra cell on top on the space that is normally passable.
In C&C1 there's a "building width" setting that determines where the game draws the gfx of a building, and what kind of bib it gets. This is directly related to the kind of foundation it has.
The building width setting of the Refinery in C&C is the same as that of the Temple/Warfactory, namely the one indicating a 2x3 building with 3x3 gfx. Only exception on the Ref is the extra cell on top. Last edited by Nyerguds on Fri Apr 14, 2006 8:39 pm; edited 1 time in total QUICK_EDIT
You can post new topics in this forum You can reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum You cannot attach files in this forum You can download files in this forum