Project Perfect Mod Forums
:: Home :: Get Hosted :: PPM FAQ :: Forum FAQ :: Privacy Policy :: Search :: Memberlist :: Usergroups :: Register :: Profile :: Log in to check your private messages :: Log in ::


The time now is Thu Apr 18, 2024 3:47 am
All times are UTC + 0
Wrong position
Moderators: Global Moderators, Red Alert 2 Moderators
Post new topic   Reply to topic Page 1 of 1 [12 Posts] Mark the topic unread ::  View previous topic :: View next topic
Author Message
¥R_M0dd€r
Cyborg Soldier


Joined: 03 Jan 2011

PostPosted: Sun Mar 27, 2011 5:31 pm    Post subject:  Wrong position Reply with quote  Mark this post and the followings unread


As you see in this image, the prism tank is in front of the building. How can I make so the building is infront of the vehicle, instead of having the opposite?

Back to top
View user's profile Send private message
Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Sun Mar 27, 2011 5:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

Do you have CanHideThings=yes on the art code?

_________________

The enemy shall be injected with toxic poison - Venom

Back to top
View user's profile Send private message Visit poster's website Skype Account
OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Sun Mar 27, 2011 6:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

CanHideThings simply determines whether or not that "hidden unit" anim will play if a unit is behind the building, AFAIK.

Back to top
View user's profile Send private message Send e-mail
Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Mar 27, 2011 7:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

add in art.ini
NormalZAdjust
ActiveAnimZAdjust ;if it's an anim

_________________
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

Back to top
View user's profile Send private message
Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Sun Mar 27, 2011 7:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

OmegaBolt wrote:
CanHideThings simply determines whether or not that "hidden unit" anim will play if a unit is behind the building, AFAIK.


Really?, lol, I always thought that was accomplished only by enabling "show hidden objects" in the UI Settings. #Silly

_________________

The enemy shall be injected with toxic poison - Venom

Back to top
View user's profile Send private message Visit poster's website Skype Account
¥R_M0dd€r
Cyborg Soldier


Joined: 03 Jan 2011

PostPosted: Sun Mar 27, 2011 8:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

Code:
[TRAPER]
Foundation = Custom
Foundation.X = 3
Foundation.Y = 3
Foundation.0 = 0,0
Foundation.1 = 1,0
Foundation.2 = 2,0
Foundation.3 = 0,1
Foundation.4 = 2,1
Foundation.5 = 0,2
Foundation.6 = 1,2
Foundation.7 = 2,2
Normalized=yes
Remapable=no
DemandLoadBuildup=true
FreeBuildup=true
NewTheater=no
Height=4
ActiveAnim=TRAPER_A
ActiveAnimZAdjust=20
;ActiveAnimYSort=362
CanHideThings=True
CanBeHidden=False
OccupyHeight=3
DamageFireOffset0=-20,32
DamageFireOffset1=3,12
ActiveAnimPoweredSpecial=true
ActiveAnimPowered=false

[TRAPER_A]
Image=TRAPER_A
Normalized=yes
NewTheater=yes
Layer=ground
Start=0
LoopStart=0
LoopEnd=10
LoopCount=-1
Rate=400
CanHideThings=True
CanBeHidden=False
;Translucent=yes
;Translucency=75
StartSound=ChronosphereSelect
;DetailLevel=2

I tried both negative and posetive values on ActiveAnimZAdjust, it didnt help.

Back to top
View user's profile Send private message
Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Mar 27, 2011 8:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

Is the anim the blue sphere?
Try ActiveAnimZAdjust=-125

If that still doesn't works, you can try -250 and if that doesn't works too,
try YSortAdjust=-500 and move the anim 500 pixel downwards in the shp.

ZAdjust needs to be negative so it moves in a higher render layer
YSortAdjust does the same, but also moves the shp by the set amount in pixel upwards ingame (thus you have to adjust the shp to compensate this).
ZAdjust has afaik a limit of -255 (at least in TS) which YSortAdjust hasn't.

_________________
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

Back to top
View user's profile Send private message
Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Sun Mar 27, 2011 8:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

the magic number that always works for me is ActiveAnimZAdust-132

@LKO, would Layer=top added to anim code help with this also?

_________________

The enemy shall be injected with toxic poison - Venom

Back to top
View user's profile Send private message Visit poster's website Skype Account
Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Mar 27, 2011 9:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

I don't know, since i have no clue in the special RA2 only keys.
I can only deduce from my TS modding experience.

_________________
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

Back to top
View user's profile Send private message
ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Mon Mar 28, 2011 7:12 am    Post subject: Reply with quote  Mark this post and the followings unread

Layer=top would mean it draws on top of whatever usually but havent tried it with units but if i'm assuming this correct, this is actually meant to be a field the unit can enter as opposed to go around and would trap in

Back to top
View user's profile Send private message
Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Mar 28, 2011 11:50 am    Post subject: Reply with quote  Mark this post and the followings unread

Cranium wrote:
the magic number that always works for me is ActiveAnimZAdust-132

In TS it's a multiple of 25, because -25 means the object is moved one slope height upwards in the render layer (not position-wise) and thus is able to cover objects behind it which have a bigger size than one cell and reach into the southern cell or which are very high as well.

e.g. a 1x1 tower with a high enough height to cover visually the 2 northern cells, would need at least -50 so a high building on the adjacent northern cell isn't rendered in front of the tower at the height of the second cell.

It's a bit hard to explain. #Tongue

_________________
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

Back to top
View user's profile Send private message
Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Mon Mar 28, 2011 8:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

*looks at art code*

*looks at Ares issue 1456*

Seriously, why do people forget to generate CustomFoundation Outlines?!

Try it with an Outline generated.

_________________
"If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more...

Back to top
View user's profile Send private message Visit poster's website ModDB Profile ID
Display posts from previous:   
Post new topic   Reply to topic Page 1 of 1 [12 Posts] Mark the topic unread ::  View previous topic :: View next topic
 
Share on TwitterShare on FacebookShare on Google+Share on DiggShare on RedditShare on PInterestShare on Del.icio.usShare on Stumble Upon
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


Powered by phpBB © phpBB Group

[ Time: 0.1758s ][ Queries: 11 (0.0094s) ][ Debug on ]