Project Perfect Mod Forums
:: Home :: Get Hosted :: PPM FAQ :: Forum FAQ :: Privacy Policy :: Search :: Memberlist :: Usergroups :: Register :: Profile :: Log in to check your private messages :: Log in ::


The time now is Fri May 09, 2025 3:47 am
All times are UTC + 0
Gclock2.shp
Moderators: Global Moderators, Tiberian Sun Moderators
Post new topic   Reply to topic Page 1 of 1 [7 Posts] Mark the topic unread ::  View previous topic :: View next topic
Author Message
Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Sat Sep 01, 2007 7:00 am    Post subject:  Gclock2.shp
Subject description: The sidebar counter
Reply with quote  Mark this post and the followings unread

'Yello lads!

Today, I have a problem...well, it was yesterday, but still.

I made two Gclock2 animations for both sides. If you don't know, that's the sidebar counter animation. TS uses one for both sides, but according to few people, you can have two animations, one for its corresponding side.

Now, I extracted (or copied, it's the same thing) the two SideC0#.mix (where # is either 1 or 2, depending on the side) from TIBSUN.mix to my SUN folder, using XCC Mixer, and put my own Gclock2 animations to their corresponding SideC0#.mix files. I didn't rename anything, nor did I touch the SideC0#.mix in any way (except putting the files in of course #Tongue).

I went to see the results, but, both sides had the same old, dummy green gclock2.shp animation from CONQUER.mix.

I even tried to put one of the new Gclock2.shp animations to ecache02.mix to see if it works. It did. But for some reason, I can't get two of them to work .

I'll post a picture for proof that I did everything I know I have to do correct.

1. Image from my SUN folder. The files are there.

2. Image from one of the SideC0#.mix files.

3. Image from SHP editor, how the animation should look like.

4. Image from the game. The same thing happens with GDI Sad



Any help?



proof.PNG
 Description:
 Filesize:  48.84 KB
 Viewed:  3663 Time(s)

proof.PNG



_________________


Back to top
View user's profile Send private message
VK
Pyro Sniper


Joined: 28 Jul 2005
Location: in GAMEMD.EXE

PostPosted: Sat Sep 01, 2007 6:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

Tiberian Sun engine don't support side-specific GCLOCK2.SHP and RCLOCK2.SHP images.
(This images are loaded at the game startup)

So you can't have GLOCK2.SHP for two sides.

_________________
ARM forever - x86 sucks

Back to top
View user's profile Send private message Skype Account
CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Sat Sep 01, 2007 7:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

I SWEAR Tiberian Odyssey has different ones for GDI and Nod :S...

Back to top
View user's profile Send private message
gufu
Defense Minister


Joined: 22 Dec 2004
Location: Tiberium Research Center N27

PostPosted: Sat Sep 01, 2007 7:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

-gclock1
-gclock2

_________________
DUNK!

Back to top
View user's profile Send private message Skype Account
VK
Pyro Sniper


Joined: 28 Jul 2005
Location: in GAMEMD.EXE

PostPosted: Sat Sep 01, 2007 8:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
-gclock1
-gclock2

No. gclock1 not exist.

Only one available method:
you can change SIDEBAR.PAL palette.
GCLOCK2.SHP and RCLOCK2.SHP drawn with SIDEBAR.PAL palette.

_________________
ARM forever - x86 sucks

Back to top
View user's profile Send private message Skype Account
Muldrake
Supreme Commander


Joined: 19 Sep 2003
Location: England

PostPosted: Sat Sep 01, 2007 10:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

Tiberian Odyssey doesn't have two animations, however, it uses a specific colour in the palette, so its a different colour per side.

And, I believe it is entirely possible to have two sidebar animations, however it's not easy, and would involve modifying the original files.

For sidebars, you can have side-specific things for anything, but you have to notice the hierarchy of what the game uses.

Highest-
EcacheXX.mix
Conquer.mix
SideC0X.mix
Lowest-

The SideC0XX.mix files will not overwrite a image which can be found in either an ecache or the conquer mix files.

Usually, to combat this, you rename the icon name, to something which hasn't been previously used. However, you can also delete the icons in the higher priority mixes, something which is needed for hardcoded icons, like the blank XXicon, and the sidebar animation.

But, this involves changing the conquer.mix, which involves changing the tibsun.mix. Which isn't very feasible for a non-personal mod.
Unless perhaps, you hack the exe to have conquer.mix replaced with another name, so only the updated conquer.mix file would be needed to be transferred, rather than also the tibsun.mix.

Back to top
View user's profile Send private message
Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Sun Sep 02, 2007 5:04 am    Post subject: Reply with quote  Mark this post and the followings unread

If that's true, someone should REALLY fix the Gclock2 article in modenc. It says it can be side-specific in TS.

Thanks for the info, anyways.

_________________


Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic Page 1 of 1 [7 Posts] Mark the topic unread ::  View previous topic :: View next topic
 
Share on TwitterShare on FacebookShare on Google+Share on DiggShare on RedditShare on PInterestShare on Del.icio.usShare on Stumble Upon
You cannot post new topics in this forum
You cannot 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


Powered by phpBB © phpBB Group

[ Time: 0.1831s ][ Queries: 14 (0.0103s) ][ Debug on ]