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Resizing Chem Warrior from TD to TS
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nikoleah
Rocket Infantry


Joined: 30 Mar 2007

PostPosted: Fri Oct 26, 2007 8:44 pm    Post subject:  Resizing Chem Warrior from TD to TS Reply with quote  Mark this post and the followings unread


Last edited by nikoleah on Sat Oct 27, 2007 10:40 am; edited 6 times in total

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Oct 26, 2007 9:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

for which game do you want this? since TD can't be modded very much and for all other (TS,RA2) it is by far too small, i think you didn't planned this very well.

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nikoleah
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Joined: 30 Mar 2007

PostPosted: Fri Oct 26, 2007 9:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

Okay.... I know It's small but anims are really wrong!
Well.... If somebody can make that weedguy?

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gufu
Defense Minister


Joined: 22 Dec 2004
Location: Tiberium Research Center N27

PostPosted: Sat Oct 27, 2007 12:10 am    Post subject: Reply with quote  Mark this post and the followings unread

Just create your own sequience for him...

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Clarkson
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Joined: 25 Aug 2004
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PostPosted: Sat Oct 27, 2007 12:49 am    Post subject: Reply with quote  Mark this post and the followings unread

Check the tutorials for TS, they have a tut about this, afaik I wrote it, too. It has the sequence and all, just have to make a weapon. :S

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Denmon
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Joined: 12 Jun 2004
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PostPosted: Sat Oct 27, 2007 1:17 am    Post subject: Reply with quote  Mark this post and the followings unread

Read my tut beeatch! Very Happy

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nikoleah
Rocket Infantry


Joined: 30 Mar 2007

PostPosted: Sat Oct 27, 2007 8:49 am    Post subject: Reply with quote  Mark this post and the followings unread

I got it to work.... Just searched from teh forum...
But thanks for helping anyway... But here's only one problem...: When it shoots at one time then it goes in it's normal animation example: You shoot up.... Then it's in his standing frame but that's not problem.
How i can resize infantry?

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gufu
Defense Minister


Joined: 22 Dec 2004
Location: Tiberium Research Center N27

PostPosted: Sat Oct 27, 2007 5:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

Just select it and drag it smaller? #Tongue

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nikoleah
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Joined: 30 Mar 2007

PostPosted: Sat Oct 27, 2007 6:31 pm    Post subject:   Reply with quote  Mark this post and the followings unread

gufu wrote:
Just select it and drag it smaller? #Tongue

Well... I found that option from OS SHP builder.... Guess what? His head is unbelivable big now. Laughing

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Mortecha
Commander


Joined: 30 Nov 2006
Location: Brisbane, Australia

PostPosted: Sat Oct 27, 2007 6:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

To reside infs firstly go to Edit then select Resize. It's quicker to just press Ctrl + R. Then choose what percentage you want to decrease it to. By decreasing it you reduce the quality somewhat so when you increase its size for what ever reason it will look bad, so make sure you dont save over the origional file.

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nikoleah
Rocket Infantry


Joined: 30 Mar 2007

PostPosted: Sat Oct 27, 2007 7:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

Dregan wrote:
To reside infs firstly go to Edit then select Resize. It's quicker to just press Ctrl + R. Then choose what percentage you want to decrease it to. By decreasing it you reduce the quality somewhat so when you increase its size for what ever reason it will look bad, so make sure you dont save over the origional file.

I did those all... He have big head now...

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Bako'Ikaporamee
Commander


Joined: 29 Aug 2007
Location: Village of Creston, British Columbia.

PostPosted: Sun Oct 28, 2007 8:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

Just use the chem/flame soldier TS already has within the conquer.mix

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nikoleah
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Joined: 30 Mar 2007

PostPosted: Sun Oct 28, 2007 8:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

xenology_311 wrote:
Just use the chem/flame soldier TS already has within the conquer.mix

Yes i know.... But there's that problem: If you shoot in some direction.... Then he will stay in his stand frame... After shooting only ONE frame... I want that somebody will fix that.

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Tartan Bunny
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Joined: 11 Feb 2007
Location: Australia

PostPosted: Sun Oct 28, 2007 11:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

just extract the one ftom retro you fools!
my god, how simple is that?

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Muldrake
Supreme Commander


Joined: 19 Sep 2003
Location: England

PostPosted: Sun Oct 28, 2007 11:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

Tartan Bunny wrote:
just extract the one ftom retro you fools!
my god, how simple is that?


Err, no, because that is plagiarism, and you gain nothing from it, apart from loosing what respect you would currently hold with the community.

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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Mon Oct 29, 2007 12:55 am    Post subject: Reply with quote  Mark this post and the followings unread

could you just make a new script for the chem warrior already in there? If it's anything like ra2, just go into the art.ini and change the script.

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gufu
Defense Minister


Joined: 22 Dec 2004
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PostPosted: Mon Oct 29, 2007 1:14 am    Post subject: Reply with quote  Mark this post and the followings unread

God... Create a new sequence!

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Joshy
Schwing!


Joined: 13 Aug 2006

PostPosted: Mon Oct 29, 2007 3:02 am    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
God... Create a new sequence!


yeah, you lazy fool!

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nikoleah
Rocket Infantry


Joined: 30 Mar 2007

PostPosted: Mon Oct 29, 2007 2:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

gufu wrote:
God... Create a new sequence!

I'm created... But i mean that he have only one frame for each direction... It looks stupid after shooting.... (He shoots with Chem Laucnher) he just stops shooting...

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IcySon55
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Joined: 19 Nov 2003
Location: Overworld

PostPosted: Mon Oct 29, 2007 6:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

You're doing it wrong! Learn how to write a proper sequence first.

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nikoleah
Rocket Infantry


Joined: 30 Mar 2007

PostPosted: Tue Oct 30, 2007 8:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

IcySon55 wrote:
You're doing it wrong! Learn how to write a proper sequence first.

And?
I putted more shooting frames per direction... LEt's see what it likes now

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Tartan Bunny
Flamethrower


Joined: 11 Feb 2007
Location: Australia

PostPosted: Sat Nov 03, 2007 12:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

@ Muldrake
Plagiarism is where you take someone else's work and call it yours.
Nikoleah only wanted to find and use it. Why would he extract it from Retro and post it on PPM and say it is his?
What i think you mean is his needs Smiff's permission to incorporate it into his mod.

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djohe
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Joined: 07 May 2006
Location: Sweden, Gothenburg

PostPosted: Sat Nov 03, 2007 1:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

Here is what I did to Weed.shp or whatever it was named in the Tibsun.mix ---> Conquer.mix

I extracted him, renamed him to Weeder.shp (dont want him to conflict with Weed.vxl) then I put him in a new mix file like ecache05.mix or something like that.

Then I wrote this in the art.ini

[WEEDER]
Cameo=WEATICON ;note this one has GDI color scheme
Sequence=WeedSequence
Crawls=yes
Remapable=yes
FireUp=1 ;actually I dont remember if it should be 1 or 2 here Laughing
PrimaryFireFLH=100,0,100

[WeedSequence]
Ready=0,1,1
Guard=56,1,1
Prone=64,1,6
Walk=8,6,6
FireUp=56,1,1
Down=125,2,0
Crawl=64,6,6
Up=114,2,0
FireProne=116,1,1
Idle1=128,8,0,E
Idle2=136,15,0,W
Die1=152,8,0
Die2=197,5,0
Die3=160,6,0
Die4=166,11,0
Die5=177,20,0

Now you just need to add a infantry in the Rules.ini with the same name as the one in the art.ini
You dont need to name it Weed.shp you can name is something else but the name in Art.ini and Rules.ini must be the same as the .shp files name.

If you want to learn how to make a sequence search for Infantry Sequences in art.ini it explains everything.

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nikoleah
Rocket Infantry


Joined: 30 Mar 2007

PostPosted: Tue Nov 06, 2007 5:55 am    Post subject: Reply with quote  Mark this post and the followings unread

Quick question... I'm maked that unit... But can somebody make that chem launcher thing like Chem Warrior had in TD?
I mean that green thing he shoots.

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djohe
Cyborg Informer


Joined: 07 May 2006
Location: Sweden, Gothenburg

PostPosted: Tue Nov 06, 2007 7:17 am    Post subject: Reply with quote  Mark this post and the followings unread

You have to make it yourself:
(I have done this before, its one of those funny little hacks you can do)
(Its even more fun in Redalert1 becaus you have to use the unused SamSite firing animation code that is residual from C&C1)

Some tips:
1. Find suitable animation art for the chemical spray (the orginal one was located in C&C1)
2. check how the bulletweapons work with Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW
3. replace those animations on Anim= with your eight animations (in this case the chemical spray)
4. give the weapon a short range like 2 or lower, and give it a new or suitable warhead, the projectile should be set to invisible becaus we use Anim= as the projectile art
5. dont forget to add the new animations to the Animation List and art.ini
6. add the weapon to your infantry or vehicle (dont ask me how, you should be able to figure it out yourself Laughing )
7. FINNISHED!

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nikoleah
Rocket Infantry


Joined: 30 Mar 2007

PostPosted: Tue Nov 06, 2007 6:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

djohe wrote:
You have to make it yourself:
(I have done this before, its one of those funny little hacks you can do)
(Its even more fun in Redalert1 becaus you have to use the unused SamSite firing animation code that is residual from C&C1)

Some tips:
1. Find suitable animation art for the chemical spray (the orginal one was located in C&C1)
2. check how the bulletweapons work with Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW
3. replace those animations on Anim= with your eight animations (in this case the chemical spray)
4. give the weapon a short range like 2 or lower, and give it a new or suitable warhead, the projectile should be set to invisible becaus we use Anim= as the projectile art
5. dont forget to add the new animations to the Animation List and art.ini
6. add the weapon to your infantry or vehicle (dont ask me how, you should be able to figure it out yourself Laughing )
7. FINNISHED!

Game crashes... And i can't see the animation...

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Muldrake
Supreme Commander


Joined: 19 Sep 2003
Location: England

PostPosted: Tue Nov 06, 2007 6:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

At what point does it crash? Did you do everything on the list, or were there a few points which you may have had trouble with?

Have you converted the animation palette to a TS palette and shp? Is the animation shp placed in the ecacheXX.mix file?

For solving problems, specifics help muchly.

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nikoleah
Rocket Infantry


Joined: 30 Mar 2007

PostPosted: Tue Nov 06, 2007 7:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

Muldrake wrote:
At what point does it crash? Did you do everything on the list, or were there a few points which you may have had trouble with?

Have you converted the animation palette to a TS palette and shp? Is the animation shp placed in the ecacheXX.mix file?

For solving problems, specifics help muchly.

I did evrything in teh lsit... When unit shoots... The sound comes first and then the game crashes...
Well... Somebody can try... I'm not good in things like those...

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djohe
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Joined: 07 May 2006
Location: Sweden, Gothenburg

PostPosted: Tue Nov 06, 2007 7:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

Post your codes like animations in art.ini and rules.ini, your infantry/vehicle, your weapon and your new warhead if you have one.

You also need to post a list of what you did with the animations like where did you get them, what are the names, are they in a mix file, what is the mix files name, did you convert them and so on.

You may also post the EIP from the except.txt that TS generates upon errors.

Hey muldrake why the heck does everyone not specify everything they did when they get a error Laughing
Do they think whe know magically what they did with the game?

I also believe this topic should be in the TS forum now but im not totaly sure Laughing

Last edited by djohe on Tue Nov 06, 2007 7:23 pm; edited 1 time in total

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Muldrake
Supreme Commander


Joined: 19 Sep 2003
Location: England

PostPosted: Tue Nov 06, 2007 7:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well I'm pychic, I dunno about you? #Tongue

No, I don't know. People seem to think that by knowing the symptoms, we know the problem.
But its not that, we need to know what you did to get at the original problem.

If people at least mentioned when the crash happened, it'd be easier in identifying it.

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nikoleah
Rocket Infantry


Joined: 30 Mar 2007

PostPosted: Tue Nov 06, 2007 7:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

djohe wrote:
Post your codes like animations in art.ini and rules.ini, your infantry/vehicle, your weapon and your new warhead if you have one.

You also need to post a list of what you did with the animations like where did you get them, what are the names, are they in a mix file, what is the mix files name, did you convert them and so on.

You may also post the EIP from the except.txt that TS generates upon errors.

Hey muldrake why the heck does everyone not specify everything they did when they get a error Laughing
Do they think whe know magically what they did with the game?

I also believe this topic should be in the TS forum now but im not totaly sure Laughing

I'm not gonna post everything...
I got them from TD... And converted as TS SHPs... Names are chem-n and so on...
They're in ecache02.mix... What's EIP?
Animations... They just don't have anything... Rate is 900 but yeah...
They look like this:
[*NAME*]
*empty*

Unit:
[WeedUnit]
Name=Chem Spray Infantry
Category=Soldier
Primary=ChemicalWeappon
Prerequisite=GAPILE
TiberiumProof=yes
CrushSound=SQUISHY2
Strength=75
Storage=7
Pip=green
Armor=none
Sight=4
Speed=3
Owner=GDI
AllowedToStartInMultiplayer=no
Cost=300
Points=5
VoiceSelect=15-I000,15-I006,15-I040,15-I042
VoiceMove=15-I024,15-I044
VoiceAttack=15-I006,15-I046
VoiceFeedback=15-I058,15-I064
VoiceDie=DEDMAN1,DEDMAN2,DEDMAN2,DEDMAN4,DEDMAN5,DEDMAN6
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=0 ; This value MUST be 0 for all building addons
Image=weed2
WalkRate=2

Weapon:
[ChemicalWeappon]
Damage=0
ROF=29
Range=2
Projectile=Invisible
Speed=100
Warhead=SA
Report=FLAMTNK1
AmbientDamage=35
IsRailgun=true
Anim=chem-n,chem-ne,chem-e,chem-se,chem-s,chem-sw,chem-w,chem-nw

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djohe
Cyborg Informer


Joined: 07 May 2006
Location: Sweden, Gothenburg

PostPosted: Tue Nov 06, 2007 8:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

have you added the chem-n to nw animations to the animation list in the rules.ini

you also may need to change the weapon to this (dont know but railgun weapons may require actual particles):

[ChemicalWeappon]
Damage=35
ROF=29
Range=2
Projectile=Invisible
Speed=100
Warhead=SA
Report=FLAMTNK1
Anim=chem-n,chem-ne,chem-e,chem-se,chem-s,chem-sw,chem-w,chem-nw

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nikoleah
Rocket Infantry


Joined: 30 Mar 2007

PostPosted: Tue Nov 06, 2007 8:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

djohe wrote:
have you added the chem-n to nw animations to the animation list in the rules.ini


? What do you mean with adding that in animation list in rules ini? It's in weapon thing but hmm...
Tell where is't in rules ini so then i can put it in there
Hmm... Or somebody can put things like that in shp file? Firing anim?

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djohe
Cyborg Informer


Joined: 07 May 2006
Location: Sweden, Gothenburg

PostPosted: Tue Nov 06, 2007 8:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

press CTRL+F and search for [Animations] if you dont already know where it is, that one is the animation list and lists all used animations in the game.
It clearly says ; *** Animation List *** above it, you cant miss it its a big list

Add your animations to the end of this list like:
708=chem-n
709=chem-ne
and so on

I also hope you added the WeedUnit to the [InfantryTypes] list Laughing

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nikoleah
Rocket Infantry


Joined: 30 Mar 2007

PostPosted: Tue Nov 06, 2007 9:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

djohe wrote:
press CTRL+F and search for [Animations] if you dont already know where it is, that one is the animation list and lists all used animations in the game.
It clearly says ; *** Animation List *** above it, you cant miss it its a big list

Add your animations to the end of this list like:
708=chem-n
709=chem-ne
and so on

I also hope you added the WeedUnit to the [InfantryTypes] list Laughing

I can't use it if it isn't in infantrytypes list?

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Muldrake
Supreme Commander


Joined: 19 Sep 2003
Location: England

PostPosted: Tue Nov 06, 2007 9:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

You generally have to list most animations used by the game in the animations list. It doesn't matter what its used for, ie active animation, buildup/deploy, weapon fire animation, its best to list them.

And no, you cannot use infantry if it isn't listed in the types section. Same with vehicles and buildings.
However due to the fact you've said you got the unit to build, you must have already done this.

Also, I would suggest using numbers for animation being before 707=Inviso. There are loads of unused numbers (don't use existing numbers).

Also, what art.ini entries do you have for the chem-n, etc?

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djohe
Cyborg Informer


Joined: 07 May 2006
Location: Sweden, Gothenburg

PostPosted: Tue Nov 06, 2007 9:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

Muldrake the chem animations dont require to be in the art.ini if it does not need any changes like UseNormalLight=yes or Rate= change so that should not be the problem. Thats how I do it in my mod.

Ever tested a modmap with new vehicles not specified in art.ini like 1TNK? the only problem with those is that they shoot from offset=0,0,0 and dont have a Sidebar Icon.

If you want to confirm what I say just comment out [PIFF] and [PIFFPIFF] in the art.ini and then shoot with a bullet weapon like the Cyborg, Volverine, Buggy, Light Infantry

Last edited by djohe on Tue Nov 06, 2007 9:49 pm; edited 2 times in total

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nikoleah
Rocket Infantry


Joined: 30 Mar 2007

PostPosted: Tue Nov 06, 2007 9:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

I maked this with most easier way... I maked fire animation in unit SHP... Very easy though hah

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djohe
Cyborg Informer


Joined: 07 May 2006
Location: Sweden, Gothenburg

PostPosted: Tue Nov 06, 2007 9:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yeah that should be easier "MABE"

You have to mach the number of firing frames on the infantry with the chemical spray and then edit the infantry sequence. It will involve a lot of copy and pasting and you need to know how to use the SHP editor

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Nov 07, 2007 12:49 am    Post subject: Reply with quote  Mark this post and the followings unread

Muldrake wrote:
Also, I would suggest using numbers for animation being before 707=Inviso. There are loads of unused numbers (don't use existing numbers).

ExclamationNever ever put them in betweenExclamation Add your anims after 707=INVISO!
If you have firestorm or the latest patch make the following.
First: copy all animations from the firestrm.ini into your rules.ini and put them after 707=INVISO. give them new numbers, bigger than 707.
Also copy them from artfs.ini to your art.ini.

Then after the firestorm animations add your own animations.

If you don't add the firestorm anims and put your own there or even put your own in between the list you mess up the game causing the good old savegame bug.

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Muldrake
Supreme Commander


Joined: 19 Sep 2003
Location: England

PostPosted: Wed Nov 07, 2007 1:20 am    Post subject: Reply with quote  Mark this post and the followings unread

I thought that was when you added animations after 707=Inviso? Something about the game needed it to be last in the list. I've had it that way with many of the mods I've seen, with no savegame bug. TSR, TSD and TO being examples?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Nov 07, 2007 1:37 am    Post subject: Reply with quote  Mark this post and the followings unread

If you add anims before 707 you mix up the list and map triggers can't find the correct anim to play. If you load a savegame with a firestorm anim being played, it could cause a crash because the savegame refers to an anim that isn't at the expected place in the list (especially if it is placed via map triggers).

I never had problems and my list goes up to index 990.

btw nice sig and avatar. Do you soon rename yourself to Liloomenai Lekararibel Laminaichai Ekbattissibat? Very Happy

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Muldrake
Supreme Commander


Joined: 19 Sep 2003
Location: England

PostPosted: Wed Nov 07, 2007 1:57 am    Post subject: Reply with quote  Mark this post and the followings unread

Topic moved to the TS editing forum. Sorry, should have done it last post but forgot.

And thanks for pointing that out Lin Kuei Ominae, I'll have to make note to that for TO.

And as much as I love Leeloo, I'm happy with Muldrake Wink.

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nikoleah
Rocket Infantry


Joined: 30 Mar 2007

PostPosted: Wed Nov 07, 2007 5:40 am    Post subject: Reply with quote  Mark this post and the followings unread

djohe wrote:
Yeah that should be easier "MABE"

You have to mach the number of firing frames on the infantry with the chemical spray and then edit the infantry sequence. It will involve a lot of copy and pasting and you need to know how to use the SHP editor

I know how to use that... I'm maked recoloring of other infantry...
I putted numbers after 707...
E: Oh yeah... I love that this is moved in here... First only .shp things and now related in modding... Good job guys

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