Posted: Sun Mar 27, 2011 5:31 pm Post subject:
Wrong position
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? QUICK_EDIT
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. _________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
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
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
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 QUICK_EDIT
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.
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Mon Mar 28, 2011 8:48 pm Post subject:
*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
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Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
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WeiDU mods: Random Graion Tweaks | Graion's Soundsets
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Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
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