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[SHP] How to create proper snow-frames for buildings?
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ZoidZilla
Shrapnel Sniper


Joined: 16 Apr 2008

PostPosted: Mon Apr 28, 2008 12:42 pm    Post subject:  [SHP] How to create proper snow-frames for buildings?
Subject description: I dont get it....
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Hi

I want to create a snow version for my new building, but i cant get it work. I have converted some of the SHPs from unittem.pal to unitsno.pal, painted snow on it an saved it with the same name. (only changed the second character)

the names:
zasam - base - unitsno.pal - painted snow on it.
zasamt - turret - unitsno.pal
zasamt_A - active animation - unittem.pal
ztsam - base - unittem.pal
ztsamt - turret - unittem.pal

Rules.ini
Code:

[NASAM]
Name=Flarak
Strength=600
Armor=wood
TechLevel=5
Prerequisite=NAHAND
Adjacent=4
Sight=10
Owner=Nod
Cost=500
BaseNormal=no
Points=30
Power=-30
Crewed=no
Primary=RedEye2
Capturable=false
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=3
ThreatPosed=0   ; This value should be 0 for objects that are purely anti-air, since aircraft

do not use the threat values
DamageParticleSystems=SparkSys,LGSparkSys
IsBaseDefense=yes
Powered=yes
Turret=yes
TurretAnim=NASAM_A
TurretAnimIsVoxel=false
TurretAnimX=0 ;-2
TurretAnimY=0 ;10
TurretAnimZAdjust=-40
HasStupidGuardMode=false
Nominal=yes


Art.ini
Code:

[NASAM_A]
Image=ZASAMT ;GACTWR_D
;Remapable=yes
;PrimaryFireFLH=90,50,100
;SecondaryFireFLH=90,-50,100
;NewTheater=yes

[NASAM]
Cameo=ZASAMICON
Image=zasam
Remapable=yes
Foundation=1x1
ActiveAnim=ZASAMT_A
ActiveAnimZAdjust=-39
Buildup=zasammk ;nasammk
DemandLoadBuildup=true
FreeBuildup=true
PrimaryFireFLH=90,50,100
SecondaryFireFLH=90,-50,100
NewTheater=yes
ExtraDamageStage=yes
Height=2

[ZASAMT_A]
LoopStart=1
LoopEnd=6
NewTheater=YES
LoopCount=-1
Rate=220
Surface=yes
Normalized=yes
DetailLevel=1


I experimented a bit, but I get either snowcovered or temperate building in both theaters. I am confused now. Can someone explain this NewTheater logic? All I want is temparate buildings on temparate and snow covered buildings on snow maps. Please help. ^^

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Apr 28, 2008 1:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

try it without using so much Image= keys. It's known that these sometimes lose some information.
In addition you should write the names after Image keys always in uppercase.

Do you placed all your shps in an ecacheXX.mix file (while XX =02 -99? If not, the game can't find them and the building is invisible.

If you want to replace the Nod Sam with yours, just rename your shps to the appropriate original name. Your shp will overwrite the original if it's placed in ecache02.mix. Then you can get rid of all these image keys.

_________________
SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

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ZoidZilla
Shrapnel Sniper


Joined: 16 Apr 2008

PostPosted: Mon Apr 28, 2008 5:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks for you posting, I'm a big fan of you work.

Lin Kuei Ominae wrote:
...you should write the names after Image keys always in uppercase.


ok, I will do so.

Lin Kuei Ominae wrote:

Do you placed all your shps in an ecacheXX.mix file (while XX =02 -99? If not, the game can't find them and the building is invisible.


The images are in the ecache.mix. the weapon works fine already. the only problem is the images don't change with the theater.

Lin Kuei Ominae wrote:

If you want to replace the Nod Sam with yours, just rename your shps...

I know. in the first is was a simple NOD-Sam replacement, but I changed the names after I created the snow-SHPs. Later its meant to a be separated weapon.

Now I will rewrite those entries in uppercase. maybe it works afterwards.

Edit: Nah, it do not work.

Temparated it should look like this:


But at the moment it looks like this:


In snow it looks also like this:


And now?

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ZoidZilla
Shrapnel Sniper


Joined: 16 Apr 2008

PostPosted: Thu May 01, 2008 7:25 pm    Post subject:   Reply with quote  Mark this post and the followings unread

Sorry for doublepost and bump.

I created new mix files added a third side and reworked the code for my buildings and voxels. But i get still the snow-images for both theaters.

Please can someone explain how this whole theater-thing works?

Names:
ZARAK = base - winter
ZARAK_A = turret - winter
ZARAK_B = active animation
ZARAKMK = build animation

ZTRAK = base - temperate
ZTRAK_A = Turret - temperate

Rules.ini
Code:

Building list:
256=ZARAK

Animation list:
708=ZARAK
709=ZARAK_A
710=ZARAK_B
711=ZARAKMK

[ZARAK]
Name=Flarak
Strength=600
Armor=wood
TechLevel=5
Prerequisite=ZAPILE
Adjacent=4
Sight=10
Owner=ZOID,Civilian
Cost=500
BaseNormal=no
Points=30
Power=-30
Crewed=no
Primary=RedEye2
Capturable=false
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=3
ThreatPosed=0   ; This value should be 0 for objects that are purely anti-air, since aircraft do not use the threat values
DamageParticleSystems=SparkSys,LGSparkSys
IsBaseDefense=yes
Powered=yes
Turret=yes
TurretAnim=ZARAK_A
TurretAnimIsVoxel=false
TurretAnimX=0
TurretAnimY=0
TurretAnimZAdjust=-40
HasStupidGuardMode=false

Art.ini
Code:

[ZARAK_A]
;Remapable=yes
;PrimaryFireFLH=90,50,100
;SecondaryFireFLH=90,-50,100
NewTheater=yes

[ZARAK]
Cameo=ZARAKICON
Remapable=yes
Foundation=1x1
Buildup=ZARAKMK
ActiveAnim=ZARAK_B
ActiveAnimZAdjust=-39
DemandLoadBuildup=true
FreeBuildup=true
PrimaryFireFLH=90,50,100
SecondaryFireFLH=90,-50,100
NewTheater=yes
Height=2

[ZARAK_B]
LoopStart=1
LoopEnd=6
NewTheater=YES
LoopCount=-1
Rate=220
Surface=yes
Normalized=yes
DetailLevel=1

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu May 01, 2008 7:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

i think i know now the problem.

The game seems to search for theater specific stuff only for the prefix strings ca,ct,ga,gt,na,nt

Since your za and zt prefix is unknown you should try renaming it into a building with the prefix mentioned above. (ca and ct should do the job so you don't have to rename the whole building)

_________________
SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

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ZoidZilla
Shrapnel Sniper


Joined: 16 Apr 2008

PostPosted: Thu May 01, 2008 8:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

ok, i will try it tomorrow.
Thank you very much.

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Tiberian Fall
The Art Of Tiberian Fall

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Thu May 01, 2008 8:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

yes Lin Kuei Ominae only NP/RP (for YR) recognise unique prefix strings e.g. zasam ztsam and so forth

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ZoidZilla
Shrapnel Sniper


Joined: 16 Apr 2008

PostPosted: Fri May 02, 2008 12:58 am    Post subject: Reply with quote  Mark this post and the followings unread

Finally, it works!
Again, thank you.



-Colossus by Lin Kuei Ominae

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Fri May 02, 2008 4:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

Also interesting work, will be nice to know more about this mod in mod announcements if not already shown.

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ZoidZilla
Shrapnel Sniper


Joined: 16 Apr 2008

PostPosted: Fri May 02, 2008 10:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'm glad that some people are interestet in my work. Its not really a mod yet, more a small projekt. I would like to create my own GTI sub-fraction with its own buildings and units. Also Nod should get some new units like an unterground mcv.
But first I must learn more about TS modding.

Maybe I will open an WIP thread sometime, but at the moment there is simple not enough to show.

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Tiberian Fall
The Art Of Tiberian Fall

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Location: United Kingdom

PostPosted: Fri May 02, 2008 10:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

Good idea, better to work on your mod first then to show something other then boring words.

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