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TS Moddingg question: builtup shp files
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HB
Medic


Joined: 06 Jun 2008

PostPosted: Thu Jun 26, 2008 12:29 am    Post subject:  TS Moddingg question: builtup shp files
Subject description: Rules.ini and **Animation List** entries
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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 ?
Question
Thanks alot

(Probably it might take a week before I can answer to any entries)

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Jun 26, 2008 12:37 am    Post subject: Reply with quote  Mark this post and the followings unread

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.

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John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Thu Jun 26, 2008 4:38 am    Post subject: Reply with quote  Mark this post and the followings unread

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.

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Thu Jun 26, 2008 4:49 am    Post subject: Reply with quote  Mark this post and the followings unread

[Moved to the regular TS Editing Forum]

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HB
Medic


Joined: 06 Jun 2008

PostPosted: Sat Jun 28, 2008 7:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks for your help.
Made a couple things clearer.
Sorry for posting in the wrong forum.

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ZoidZilla
Shrapnel Sniper


Joined: 16 Apr 2008

PostPosted: Sat Jun 28, 2008 7:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
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.


Is it possible to add an sound to an shp file, like an ambient sound?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sat Jun 28, 2008 7:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

DeploySound and UndeploySound can be used on buildings too, for a special buildup sound. Click here for more info.

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djohe
Cyborg Informer


Joined: 07 May 2006
Location: Sweden, Gothenburg

PostPosted: Tue Jul 01, 2008 8:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

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!

Hyper fix this in HyperPatch please

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Jul 01, 2008 8:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

really? do you know how much sound channels Ra1 had and how much TS?
Did TD had less channels than Ra1?

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SHP Artist of Twisted Insurrection:  Nod buildings

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

Tools
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djohe
Cyborg Informer


Joined: 07 May 2006
Location: Sweden, Gothenburg

PostPosted: Tue Jul 01, 2008 9:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

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 Laughing ) and fast firing miniguns/chainguns.

If you want a Redalert1 test map I can upload it Very Happy
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)

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Jul 01, 2008 10:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

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

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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Rico
Tiberian Beast


Joined: 01 Nov 2004
Location: Sydney, Australia

PostPosted: Sat Jul 05, 2008 5:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

then why the hell did they downgrade the sound? #Mad

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