Posted: Fri Jan 01, 2010 7:22 pm Post subject:
Need some help.
Some time ago I found the old droppod buildup in the mix files. So I used it to recreate the droppod. It's buildup works fine in non-snow maps, but it's invisible in snow maps!? I am not sure, but do I need also to create a gadechmk and a gtdechmk like the buildings to work?
And my other problem are the 2 animations for the building found also in the mix files. I don't know how to make them to work:
[GADECH]
Remapable=yes
Normalized=yes
Cameo=GADECHICON
Height=2
Foundation=3x3
Buildup=GADECHMK
DemandLoadBuildup=true
FreeBuildup=true
NewTheater=yes
ActiveAnim=GTDROP_A
ActiveAnimZAdjust=-100 <- How does this work exactly?
ActiveAnimPowered=yes
ActiveAnimTwo=GTDROP_B
ActiveAnimTwoZAdjust=-10
; advanced tech center
[GADECH]
Name=GDI Advanced Tech Center
Prerequisite=MUPILE,GATECH,GAPLUG
Strength=500
Armor=wood
TechLevel=9
Adjacent=2
Sight=6
Owner=GDI
Cost=2500
Points=85
Power=-200
Capturable=true
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=5
ThreatPosed=0 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=1500, 1055, 815
AIBuildThis=yes
TogglePower=no
change the filenames so they don't have one of the prefixes GA/GT,NA/NT,CA/CT. If the game finds these, it uses the A version for snow maps (A=Arctic) and the T version for Temperat maps.
You can also test if NewTheater=no works. It should also tell the game to use only one theater image for both. Though i prefer giving the SHP a name without a prefix (together with Theater=no) just to make sure the game doesn't mix up anything.
ActiveAnimZAdjust is used to move the animation in a higher layer when it is rendered by the engine (it doesn't moves the position of the anim). This is used so one anim can be drawn on top of another shp. The max/min value is +-127.
A value of -25 means that the anim is rendered as if it's position is about 1 cellheight above the ground.
-50 about 2 cellheights above the ground.
If your anims don't work, make sure you've set them in rules.ini in the [Animations] list. If they are still not working, rename the SHP's so they don't use the prefix as described above. _________________ SHP Artist of Twisted Insurrection: Nod buildings
umm sorry to tell you this Lin Kuei Ominae but ActiveAnimZAdjust is not max/min value +-127, I know this from experience when working with the top Tiberium Refinery animation and some others(default tiberian Sun value on that one is ActiveAnimTwoZAdjust=-250 and I had to raise it to -340 to get it to display properly, I adjusted all those values a couple of years ago to get all of them to not overlap or properly overlap stuff properly becaus default Tiberian Sun displayed them bad, can be seen on quite alot of them.
Even the art.ini or artmd.ini for RA2 / RA2:YR can tell you this becaus some of them are lower/higher then 127 by default. QUICK_EDIT
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