Posted: Thu Jun 26, 2008 12:29 am Post subject:
TS Moddingg question: builtup shp files
Subject description: Rules.ini and **Animation List** entries
Just a short question: After checking all necessary entries in Rules.ini and Art.ini for the GAPOWR and GACNST I noticed that the builtup shp files are not listed in the **Animation List** in Rules.ini.
How come ? What is the reason for this ?
Thanks alot
(Probably it might take a week before I can answer to any entries) QUICK_EDIT
1. wrong forum. this is for ETS and your question belongs to the regular TS editing forum.
2. Buildup animations don't have an art.ini entry because those don't have special loops or sounds to play so there is no need for an entry.
3. Apparently do buildup anims don't need an entry in the Animations list in rules.ini, though i add them anyway just to make sure TS doesn't crashes, when it tries to find them. WW was there more carelessly. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Because Buildup= refers to a shp filename, not an animation. It simply searches for such a file and plays it, it doesn't read anything from the ini to control it. QUICK_EDIT
i tried it on buildup anims and they don't accept sounds or loops at all.
But you can add a sound on activeanims, though this could annoy after a while if you repeat the same sound over and over again. In addition does the game has only a very limited number of sound channels, what could cause the game to skip many explosion or gun sounds, just to play the building active sound.
Better would be to use the VoiceSelect key in rules.ini and give this way a building an activesound any time the player selects it.
Ahhh that stupid sound issue with the limited number of sound channels annoys me to hell! Even Redalert1 had more sound channels than Tiberian Sun for some wierd reason!
really? do you know how much sound channels Ra1 had and how much TS?
Did TD had less channels than Ra1? _________________ SHP Artist of Twisted Insurrection: Nod buildings
Actually it might not have more sound channels but I prefer the way Redalert1 handles sounds much better than Tiberian Sun
LKO if you have Redalert1 go and fight a really large battle and you will immediately hear the diefernce in sound handeling in Redalert1 compared to Tiberian Sun.
The way Redalert1 handles it is like this:
If all sound channels are occupied it SLASHES a sound and plays the new one compared to Tiberian Sun's just fill all sound channels and if full wait untill the sound has played before able to play a new sound. In the RA1(I think it applies to TD also) ways you can hear every single sound it plays but in Tiberian Sun you can only hear a very limited amount of sounds at the same time.
Its very noticable on the Redalert1 Teslacoil (Burst=3 or was it Ammo=3, ive modded my Coil to 5 bolts ) and fast firing miniguns/chainguns.
If you want a Redalert1 test map I can upload it
Its a 128x128 map with 1 AI in each corner that has access to all Allied/Soviet technologies and fights the AI's in the other corners (the map is self playing and requires no human interaction, I used it for debuging proposes when I modded Redalert1) QUICK_EDIT
i experienced it different in TS
I gave my Tripod as the undeploysound the horn sound, which is very long. The problem is that this sound is very often stopped, because a new other sound starts. I even gave it priority=1.0 but it still gets interrupted.
I think the problem is just a low number of channels. Imo TS has only 8 channels while Ra1/TD have 16.
I also think that Ra1/TD had different sound handling.
just a theory:
in TD/Ra1 sound channels are separated into categories like voice, explosion, gun etc and an explosion can never stop a voice or gun sound because they are on different channels.
In TS on the other hand, each sound can stop each other sound if the channels are full, because they all share the same channels. That's why it sounds ugly if you have too much explosions, voices and gun sounds at the same time. _________________ SHP Artist of Twisted Insurrection: Nod buildings
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