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Deployable Shp Tank Problems
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Kedde
Vehicle Driver


Joined: 26 Apr 2008

PostPosted: Tue Jun 07, 2011 4:33 pm    Post subject:  Deployable Shp Tank Problems
Subject description: Starcraft units into RA2:YR
Reply with quote  Mark this post and the followings unread

Hello again! Thought I might just use this topic from now on, since it's kinda related.

Okay so today's challenge for me was to make the Siege Tank deploy.
So far I have made the shps for both undeployed and deployed tank and the deployanimations as well. Now my problem is though, after I deploy it, the animation is shown perfectly BUT.. it is back to the undeployed shp! Although it can't move, so it's clearly deployed, just showing the wrong image.. I have been lurking at the Siege Chopper flags a lot, and I can't seem to find the mistake.
I hope somebody will be able to locate the mistake I've made Smile

Here is my code:

; Siege Tank Battle Mode
[TERTANK1]
UIName=Name:TERTANK1
Name=Siege Tank
Prerequisite=GAWEAP
Primary=120mmx ;weapons not added yet.
ElitePrimary=120mmx
Secondary=120mmxE
EliteSecondary=120mmxE
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Strength=500
Category=AFV
Armor=heavy
Turret=yes
TurretAnimIsVoxel=no
Voxel=no
IsTilter=no
Crusher=yes
SelfHealing=yes
TooBigToFitUnderBridge=true
TechLevel=5
Sight=8
Speed=7
Accelerates=false
CrateGoodie=yes
Owner=British,French,Germans,Americans,Alliance
Cost=1000
Soylent=1000
Points=40
ROT=5
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=SiegeTankSelect
VoiceMove=SiegeTankMove
VoiceAttack=SiegeTankAttack
VoiceFeedback=
CreateSound=SiegeTankCreated
DieSound=SiegeTankDestroyed
MoveSound=GrizzlyTankMoveStart
CrushSound=TankCrush
MovementZone=Normal
Weight=3.5
Size=6
OpportunityFire=yes
BuildTimeMultiplier=1.1
AllowedToStartInMultiplayer=no
IsSimpleDeployer=yes
UnloadingClass=TERTANK2
DeployingAnim=TERTANKANIM
DeployFire=yes


; Siege Tank Siege Mode (Dummy)
[TERTANK2]
UIName=Name:TERTANK1
Name=Siege Tank Deployed
Prerequisite=GAWEAP
Primary=120mmxE
ElitePrimary=120mmxE
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Strength=500
Category=AFV
Armor=heavy
Turret=yes
TurretAnimIsVoxel=no
Voxel=no
IsTilter=no
Crusher=yes
SelfHealing=yes
TooBigToFitUnderBridge=true
TechLevel=-1
Sight=8
Speed=7
Accelerates=false
CrateGoodie=yes
Owner=British,French,Germans,Americans,Alliance
Cost=1000
Points=40
ROT=5
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=SiegeTankSelect
VoiceMove=SiegeTankMove
VoiceAttack=SiegeTankAttack
VoiceFeedback=
CreateSound=SiegeTankCreated
DieSound=SiegeTankDestroyed
MoveSound=GrizzlyTankMoveStart
CrushSound=TankCrush
MovementZone=Normal
Weight=3.5
Size=6
OpportunityFire=no
BuildTimeMultiplier=1.1
AllowedToStartInMultiplayer=no
PreventAttackMove=yes
IsSimpleDeployer=yes
UnloadingClass=TERTANK1
DeployingAnim=TERTANKANIMZ
DeployFire=yes
CanPassiveAquire=no


The old topic:

Hello there!

After 3 years of absent, I have gained interest and courage for modding again.

What I am still working on is a Starcraft mod for RA2:YR. So far I have went through a lot of forum threads and tutorials to get some knowledge again, but I haven't been able to find an answer for this question so far:
Is it possible to make voxel files from picture files like pcx?

Now, what I have done so far is:
exported and converted the .grp to .bmp from Starcraft's data files. Afterwards I have converted them to pcx and renamed these to Vulture00XX.pcx

First file looks like this for the curious ones:
http://imageshack.us/f/843/vulture0000.png/

Now I remember people recommend using shp files for 2d stuff like this, but isn't that only recommended for infantry? However if I make my Vulture as shp, I might still run into a problem when I get to the Siege Tank, which has a turret. As far as I know turrets require voxels (or .hva, I am not so sure about these terms yet)

So the main question: Is it possible to make a vxl unit from pictures? And if not, is it possible to use turrets with shps?

One extra question. As you can see on the linked picture, the transparent color for units in SC is pink when exported, however this can be exported as a blue-ish grey color as well. What does RA2 use for transparent color? Or is that something I can pick in one of the editor applications?

All kinds of help is appreciated!

Greets!
Kedde

Last edited by Kedde on Sun Jul 24, 2011 9:36 pm; edited 4 times in total

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pd
Laser Commando


Joined: 19 Jun 2005
Location: Gone

PostPosted: Tue Jun 07, 2011 7:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

Good luck getting 3D information out of a 2D image.

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Regulus
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Joined: 16 Feb 2008
Location: The Lone Star State

PostPosted: Tue Jun 07, 2011 8:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

A volumetric pixel is nothing like a normal pixel. I really doubt some kind of translation from an isometric image to a voxel set is possible.

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Kedde
Vehicle Driver


Joined: 26 Apr 2008

PostPosted: Tue Jun 07, 2011 8:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yeah I guess it can't be done.. So shp would be the end solution. That is possible with vehicles right?

.. and I guess I have to combine the turret with the Siege Tank, so the whole tank moves around whenever it wants to shoot something, just like the Mirage Tank.

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Tue Jun 07, 2011 8:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'm fairly sure a SHP vehicle can have a SHP turret.

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Regulus
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Joined: 16 Feb 2008
Location: The Lone Star State

PostPosted: Tue Jun 07, 2011 9:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yes, .shapefile vehicles can have a rotating turret.

Word of warning to you though. If you plan on making some kind of Starcraft mod; don't. Blizzard Entertainment will crucify you for doing so. There are several mods that have been given a legal notice to cease and desist in regards to using copyrighted material, such as any unit design featured in Starcraft and Starcraft II, as well as all of the Warcraft franchise assets. Microsoft holds a similar no tolerance policy towards usage of copyrighted materials.

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Cranium
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Joined: 05 Dec 2009
Location: USA

PostPosted: Tue Jun 07, 2011 11:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

Regulus wrote:
Word of warning to you though. If you plan on making some kind of Starcraft mod; don't. Blizzard Entertainment will crucify you for doing so.


Indeed. believe it or not, Blizzard visits these sites and vigorously looks for any and all of thier assets being used in mods. So be careful.

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Nikademis Von Hisson
General


Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Wed Jun 08, 2011 12:14 am    Post subject: bit Reply with quote  Mark this post and the followings unread

screw Blizzard, lol.............actually I loved Diablo 1 & 2....you just made me to want to install it again.........hopefully it works on Win 7. Ah...good times. Um........maybe contact them about it. Tell them what you plan to do....I mean you are not selling the stuff so they might not have a problem....

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Holy_Master
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Joined: 21 Jul 2004
Location: Thailand

PostPosted: Wed Jun 08, 2011 8:01 am    Post subject: Reply with quote  Mark this post and the followings unread

They even shutdown the mod that get creation by their own tool like "World of Starcraft" it'll be best to avoid to make everything base on their right.

and SHP turret work fine in Ra2.

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Kedde
Vehicle Driver


Joined: 26 Apr 2008

PostPosted: Wed Jun 08, 2011 8:15 am    Post subject: Reply with quote  Mark this post and the followings unread

Cranium wrote:
Regulus wrote:
Word of warning to you though. If you plan on making some kind of Starcraft mod; don't. Blizzard Entertainment will crucify you for doing so.


Indeed. believe it or not, Blizzard visits these sites and vigorously looks for any and all of thier assets being used in mods. So be careful.


That explains why I haven't been able to find many Starcraft mods for other games... Although C&C Reloaded includes two Starcraft units.

Anyhow, for now the mod is mainly ment for myself (and a friend I have who is also loving both RA2 and SC) and therefore not available online, so Blizzard wouldn't really be able to bust me for that, right Razz

Regulus wrote:
Yes, .shapefile vehicles can have a rotating turret.


Nice! Do you maybe have a guide or just an example of one? I am very curious how it works compared to a voxel one.

Holy_Master wrote:
They even shutdown the mod that get creation by their own tool like "World of Starcraft" it'll be best to avoid to make everything base on their right.


Hah yeah I read that.. ironic when they even wanted to let people mod SC2 to death, but then still limits the outcome in the end.

Nikademis Von Hisson wrote:
maybe contact them about it. Tell them what you plan to do....I mean you are not selling the stuff so they might not have a problem....


Yeah I could do that.. but for now I don't think it's needed, unless I plan to make it a public mod, and there is a loooot of work ahead of me before it's even playable.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Jun 08, 2011 2:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

I long ago modded a bit Starcraft as well and iirc did the units had only 16 frames for a 0 (north) to 180° (south) rotation and the other side was simply mirrored by the engine ingame.

In Ra2/YR you can give an SHP vehicle only 8 frames for the chassis and 32 for the turret, while both perform a full 360° rotation.
The definition inside the SHP goes like this:
-first the chassis moving frames (might be only 1 frame for each direction if it doesn't has a walk anim or similar)
-then the 32 turret frames
-after that you can have additional/optional standing frames for the chassis
-then come all shadow frames with the same order as the normal frames

The rotation inside the SHP for turreted units is clockwise for non-turreted units counterclockwise. Best take a look on the tiberian sun units like the titan (turreted SHP) and wolverine (non-turreted shp), so you know the order of the frames, which is the same in Ra2 afaik.

In addition you might also get problems with the perspective of the starcraft stuff compared to the C&C stuff, as both games use a slightly different camera angle, which in turn looks odd ingame.

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Thu Jun 09, 2011 3:38 am    Post subject: Reply with quote  Mark this post and the followings unread

Converting 2D sprites to voxels is fairly straightforward, actually.

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Kedde
Vehicle Driver


Joined: 26 Apr 2008

PostPosted: Thu Jun 09, 2011 5:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks for the answers!

I tried putting the images into a shp file (counter clockwise as you said Lin, 8 images, and 8 shadow images which are basicly just the images in greyscale for now, but if I didn't add those 8 extra frames, half of the shp (after frame 3) would get weird: half of it greyscale on the same layer as the regular images).

As this was my first attempt in making a totally new unit (I only worked with rulesmd.ini editing back in the days), it of course made me fail badly #Tongue

First of all, the remap doesn't seem to work. It stays pink (well the whole unit is darkened). So I need to manage how to fix that. I tried making it red in Photoshop, but it seems that wasn't the "right" red then. So question one:
- How do I make sure I get the right color to make it remappable?

Second of all, the unit can't seem to move around correctly. One thing is that I apparently made it chrono. I can't seem to find where I managed to make it like that (afaik chrono requires a locomotor flag right?)
But also it seems to be in only in a upright position (pointing up) I don't think this is because of the chrono only, because when the Vulture comes out of the War Factory, it seems to spin like hell #Tongue So I must have entered something wrong in the artmd.ini file.

Here is my entry in the artmd.ini file:

[VOLT]

Voxel=no
Cameo=TRKAICON ;test cameo for now
AltCameo=TRKAICON ;test cameo for now
Remapable=yes
WalkFrames=8

As you can see I thought WalkFrames=8 was to indicate that the first 8 frames are the walking as well, but I most clearly have misunderstood the way that works.

Here is my entry in the rulesmd.ini (based on the Grizzly Tank but also on a "how to add a tank" tutorial):

; Vulture
[VOLT]
UIName=Name:VOLT
Name=Vulture
Prerequisite=GAWEAP
Primary=105mm
ElitePrimary=105mmE
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Strength=300
Category=AFV
Armor=heavy
Turret=no
IsTilter=no
Crusher=yes
TooBigToFitUnderBridge=true
TechLevel=2
Sight=8
Speed=7
Accelerates=false
CrateGoodie=yes
Owner=British,French,Germans,Americans,Alliance
Cost=700
Soylent=700
Points=25
ROT=5
IsSelectableCombatant=yes
VoiceSelect=GenAllVehicleSelect
VoiceMove=GenAllVehicleMove
VoiceAttack=GenAllVehicleAttackCommand
VoiceFeedback=
DieSound=GenVehicleDie
MoveSound=GrizzlyTankMoveStart
CrushSound=TankCrush
MovementZone=Normal
Size=3
OpportunityFire=yes
BuildTimeMultiplier=1.5

What am I not seeing here? Where is the chrono stuff?

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[TiberianFuture]
Scrin Overlord


Joined: 30 Apr 2009
Location: The Mothership

PostPosted: Thu Jun 09, 2011 7:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

To make sure the remap is correct, you should check that the reds are the bottom half colors of the lefternmost column in the unittem.pal.
Making a conversion pallette with no other red colors would help.

Oh, and your unit doesn't have a locomotor specified.

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Graion Dilach
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PostPosted: Thu Jun 09, 2011 7:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

Chrono is the default locomotor.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Jun 10, 2011 7:57 am    Post subject: Reply with quote  Mark this post and the followings unread

Kedde wrote:
As you can see I thought WalkFrames=8 was to indicate that the first 8 frames are the walking as well, but I most clearly have misunderstood the way that works.

No, WalkFrames defines the amount of frames for each direction and not the amount of directions which is fixed.
So you told the game to rotate through the 8 frames instead of using each one for a certain direction.

btw, i was writing from memory so i am not that sure about the clockwise/counterclockwise arrangement. If it rotates ingame in the wrong direction, you would have to change the order in the shp.

The right setting is WalkFrames=1.

You also forgot Facings=8

the correct code should look like this
Code:
[VOLT]
Voxel=no
Cameo=TRKAICON ;test cameo for now
AltCameo=TRKAICON ;test cameo for now
Remapable=yes
WalkFrames=1
Facings=8
StartWalkFrame=0 ;not really necessary as it's by default 0. just in case you've changed the order in the shp




To make it easier to have the correct remap colors, i would suggest you create a new palette just for the conversion.
Download OS Pal Editor, take the original unittem.pal, change the bottom left red colors into the remap pink that starcraft uses. Save the palette and then use it during the conversion. SHP Builder will then match starcraft remap to the pink remap of the custom palette. If you then change the palette to the normal one, you'll see that the remap colors have changed to red remap.

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Kedde
Vehicle Driver


Joined: 26 Apr 2008

PostPosted: Fri Jun 10, 2011 1:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks for the locomotor tips! It seems indeed I didn't specify one at all, which I of course should I have done. Rolling Eyes

Lin Kuei Ominae wrote:

No, WalkFrames defines the amount of frames for each direction and not the amount of directions which is fixed.
So you told the game to rotate through the 8 frames instead of using each one for a certain direction.


I just checked the Brute shp and it does rotate counterclockwise like my Vulture, but it still seems that the movement in-game was wrong somehow, so I did it clockwise instead and it worked! So far so good.

Lin Kuei Ominae wrote:
To make it easier to have the correct remap colors, i would suggest you create a new palette just for the conversion.
Download OS Pal Editor, take the original unittem.pal, change the bottom left red colors into the remap pink that starcraft uses. Save the palette and then use it during the conversion. SHP Builder will then match starcraft remap to the pink remap of the custom palette. If you then change the palette to the normal one, you'll see that the remap colors have changed to red remap.


This worked 100%! Thanks man!

Here is a picture of it in-game now:






Now my next goal is to get it fire correctly. Right now it's firing from the middle of the unit which kinda look odd. Is this specified in artmd.ini under the unit itself or do I have to look for the art of the weapon? I have to make my own weapon in the end anyway so I might as well just try to do that. Are weapons' graphic also made from shp files? Haven't been able to find information about this yet. I will have an extra look now though, but if anybody can help me with this it's of course very appreciated! Smile

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Sat Jun 11, 2011 9:34 am    Post subject: Reply with quote  Mark this post and the followings unread

Kedde wrote:

Now my next goal is to get it fire correctly. Right now it's firing from the middle of the unit which kinda look odd. Is this specified in artmd.ini under the unit itself or do I have to look for the art of the weapon?


http://modenc.renegadeprojects.com/FLH

art/artmd.ini per unit

defaults to 0,0,0 hence middle of unit

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sat Jun 11, 2011 11:24 pm    Post subject: Reply with quote  Mark this post and the followings unread


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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

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Reaperrr
Commander


Joined: 26 Apr 2003
Location: Somewhere in Germany

PostPosted: Sun Jun 12, 2011 11:52 am    Post subject: Reply with quote  Mark this post and the followings unread

Kedde wrote:
I just checked the Brute shp and it does rotate counterclockwise like my Vulture, but it still seems that the movement in-game was wrong somehow, so I did it clockwise instead and it worked! So far so good.

The Brute is an InfantryType, which are handled differently.

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Kedde
Vehicle Driver


Joined: 26 Apr 2008

PostPosted: Sat Jul 23, 2011 2:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hello again! Thought I might just use this topic from now on, since it's kinda related.

I've been working on adding the Siege Tank, which has a turret. The turret is of course a shp file made from the bitmaps from Starcraft.
Thing is though, there are only 16 turret frames, while the Red Alert 2 normally reads 32 frames for a turret. At least that's what I have been reading.
Is it not in any way possible to limit it to 16 frames?

Cheers

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sat Jul 23, 2011 3:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

No, 32 is hardcoded.
Though it shouldn't be a problem at all to duplicate the 16 frames to get 32.

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Kedde
Vehicle Driver


Joined: 26 Apr 2008

PostPosted: Sat Jul 23, 2011 3:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

Alright, thanks for the quick reply! Will go with the duplication then yeah Smile

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Kedde
Vehicle Driver


Joined: 26 Apr 2008

PostPosted: Sun Jul 24, 2011 9:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

Okay so today's challenge for me was to make the Siege Tank deploy.
So far I have made the shps for both undeployed and deployed tank and the deployanimations as well. Now my problem is though, after I deploy it, the animation is shown perfectly BUT.. it is back to the undeployed shp! Although it can't move, so it's clearly deployed, just showing the wrong image.. I have been lurking at the Siege Chopper flags a lot, and I can't seem to find the mistake.
I hope somebody will be able to locate the mistake I've made Smile

Here is my code:

; Siege Tank Battle Mode
[TERTANK1]
UIName=Name:TERTANK1
Name=Siege Tank
Prerequisite=GAWEAP
Primary=120mmx ;weapons not added yet.
ElitePrimary=120mmx
Secondary=120mmxE
EliteSecondary=120mmxE
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Strength=500
Category=AFV
Armor=heavy
Turret=yes
TurretAnimIsVoxel=no
Voxel=no
IsTilter=no
Crusher=yes
SelfHealing=yes
TooBigToFitUnderBridge=true
TechLevel=5
Sight=8
Speed=7
Accelerates=false
CrateGoodie=yes
Owner=British,French,Germans,Americans,Alliance
Cost=1000
Soylent=1000
Points=40
ROT=5
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=SiegeTankSelect
VoiceMove=SiegeTankMove
VoiceAttack=SiegeTankAttack
VoiceFeedback=
CreateSound=SiegeTankCreated
DieSound=SiegeTankDestroyed
MoveSound=GrizzlyTankMoveStart
CrushSound=TankCrush
MovementZone=Normal
Weight=3.5
Size=6
OpportunityFire=yes
BuildTimeMultiplier=1.1
AllowedToStartInMultiplayer=no
IsSimpleDeployer=yes
UnloadingClass=TERTANK2
DeployingAnim=TERTANKANIM
DeployFire=yes


; Siege Tank Siege Mode (Dummy)
[TERTANK2]
UIName=Name:TERTANK1
Name=Siege Tank Deployed
Prerequisite=GAWEAP
Primary=120mmxE
ElitePrimary=120mmxE
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Strength=500
Category=AFV
Armor=heavy
Turret=yes
TurretAnimIsVoxel=no
Voxel=no
IsTilter=no
Crusher=yes
SelfHealing=yes
TooBigToFitUnderBridge=true
TechLevel=-1
Sight=8
Speed=7
Accelerates=false
CrateGoodie=yes
Owner=British,French,Germans,Americans,Alliance
Cost=1000
Points=40
ROT=5
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=SiegeTankSelect
VoiceMove=SiegeTankMove
VoiceAttack=SiegeTankAttack
VoiceFeedback=
CreateSound=SiegeTankCreated
DieSound=SiegeTankDestroyed
MoveSound=GrizzlyTankMoveStart
CrushSound=TankCrush
MovementZone=Normal
Weight=3.5
Size=6
OpportunityFire=no
BuildTimeMultiplier=1.1
AllowedToStartInMultiplayer=no
PreventAttackMove=yes
IsSimpleDeployer=yes
UnloadingClass=TERTANK1
DeployingAnim=TERTANKANIMZ
DeployFire=yes
CanPassiveAquire=no

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Sun Jul 24, 2011 10:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

remove the DeployingAnim=TERTANKANIMZ from tertank2 and it should work. If not post your artmd codes as the problem may be there.

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Kedde
Vehicle Driver


Joined: 26 Apr 2008

PostPosted: Mon Jul 25, 2011 8:11 am    Post subject: Reply with quote  Mark this post and the followings unread

Didn't work I am afraid Sad

Here are the artmd codes:

[TERTANK1] ; Terran Siege Tank (Battle Mode)

Voxel=no
Cameo=MINDICON ;test cameo for now
AltCameo=MINDICON ; test cameo for now
Remapable=yes
WalkFrames=1
Facings=8
PrimaryFireFLH=48,0,184 ;Needs adjustment!
SecondaryFireFLH=60,0,184 ;Needs adjustment!

[TERTANK2] ; Terran Siege Tank (Siege Mode)

Voxel=no
Cameo=MINDICON ;test cameo for now
AltCameo=MINDICON ; test cameo for now
Remapable=yes
WalkFrames=1
Facings=8 ; I have basicly added the same facing 8 times, since I didn't have any shp vehicle deploy knowledge - all of them were voxels.
PrimaryFireFLH=60,0,184 ;Needs adjustment!

And the animation:

[TERTANKANIM]
Layer=ground
Rate=200
StartSound=SiegeChopperDeploy ;Needs replacement

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Mon Jul 25, 2011 7:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

So does both .shp have different image? I mean do they look different than one another? I really dont see any reason why this wouldnt work.
I see they both have Turrets, you did add the turrets in the same .shp file as the vehicle itself right?
Also, you dont need Voxel=no "it's an art tag only", and TurretAnimIsVoxel=no "Building Code" in your code.

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Kedde
Vehicle Driver


Joined: 26 Apr 2008

PostPosted: Mon Jul 25, 2011 8:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yes they have different images.
Tertank1.shp has 8 facings, and 32 turret images.
Tertank2.shp has 1 facing copied 8 times and 32 different turret images.

So I don't think there is anything wrong with the shps.. Is it because the game can't transform one shp into another?

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Mon Jul 25, 2011 9:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

After testing this myself, it does Indeed seem this type of function is hardcoded to only work correctly with vxl's. I turned the schp and schd into .shp units and the results were the same as yours. After deploying it, it displayed the original schp instead of the schd.

Why not just use, DeploysInto= and UndeploysInto= ? But keep in mind that if you do it this way, tankter2 must be coded as a building and the turret will need to be removed and made into it's own .shp file.

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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Tue Jul 26, 2011 6:28 am    Post subject: Reply with quote  Mark this post and the followings unread

You have to do the deployed form as actual building, simple deployer is...well simple, it just switches artwork and changes to using secondary from the basic entry, else the unloadingclass entry is not used for anything and it wasn't even made for shp artwork.

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Kedde
Vehicle Driver


Joined: 26 Apr 2008

PostPosted: Tue Jul 26, 2011 10:47 am    Post subject: Reply with quote  Mark this post and the followings unread

Thanks for tips guys!

So what I have done so far is to make the tertank2 a building instead and removed the turret from the shp file itself. To test it I added the LASER Sentry Gun turret, however this doesn't show up. Confused
The deploy and undeploy "transfer" is working now though. Only some bugs that needs to be eliminated like to remove EVA voice saying "New Rally Point Established" when the tank undeploys. Also I wonder if it's possible to make the tank turn to another direction/facing before deploying? Right now it looks kinda goofy the way it turns to one direction, and then suddenly have another facing.

Here is my code:
Tertank1 is basicly the same, except it now got:
DeploysInto=TERTANK2
DeployingAnim=TERTANKANIM

; Siege Tank Siege Mode (Dummy)
[TERTANK2]
UIName=Name:TERTANK1
Name=ZZZ Siege Tank Deployed
BuildCat=Combat
Prerequisite=GAWEAP
Primary=120mmxE
ElitePrimary=120mmxE ;Now I don't know if this is possible now that it's a building?
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Strength=500
Armor=steel
Turret=yes
TurretAnim=LASER
TurretAnimIsVoxel=yes
;TurretAnimX=-8
TurretAnimY=10
TurretAnimZAdjust=-20
ThreatPosed=30 ; This value MUST be 0 for all building addons
Captureable=false
TechLevel=-1
Sight=8
Speed=7
DetectDisguise=no
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
Cost=1000
Soylent=1000
Points=40
ROT=5
Powered=yes
Power=0
Crewed=yes
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=SiegeTankSelect
VoiceMove=SiegeTankMove
VoiceAttack=SiegeTankAttack
VoiceFeedback=
CreateSound=SiegeTankCreated
DieSound=SiegeTankDestroyed
MoveSound=GrizzlyTankMoveStart
CrushSound=TankCrush
Weight=3.5
Size=6
UndeploysInto=TERTANK1
IsBaseDefense=yes ;I added this because it thought it would eliminate the "New Rally Point Established" voice, but it didn't.
ImmuneToPsionics=no

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Tue Jul 26, 2011 11:53 am    Post subject: Reply with quote  Mark this post and the followings unread


_________________
"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...

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Kedde
Vehicle Driver


Joined: 26 Apr 2008

PostPosted: Tue Jul 26, 2011 2:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

Aight thanks! Smile

I still don't get why the turret doesn't show up though. I hope somebody knows the answer to that one.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Tue Jul 26, 2011 9:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

Kedde wrote:
I still don't get why the turret doesn't show up though. I hope somebody knows the answer to that one.


Turrets are kinda funny sometimes.
try TurretAnimZAdjust=-132.
You may also have to adjust the
TurretAnimX=
TurretAnimY=

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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Wed Jul 27, 2011 1:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

TurretAnimX and Y are only used to move the turret if it isn't in right position as is in the artwork and ZAdjust is used to bring it more forward above the body, just use the amount needed until it shows enough, the problem of using big values is that it may draw infront of other nearby things where it makes no sense and the bigger negative value, more it is brought forward on top of the body.

Rallypoint bug comes with all deploy into building things in RA2 due to change in rallypoint setting command which was tad more special in TS while here its set when selected building held active is clicked in an area and most modders actually just disable the eva event using a blank sound wav.

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Volgin
Commander


Joined: 07 Mar 2009

PostPosted: Wed Jul 27, 2011 6:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

Orac wrote:
Converting 2D sprites to voxels is fairly straightforward, actually.


Wait, I could convert the old C&C1 tanks to voxels?

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Fri Jul 29, 2011 9:48 am    Post subject: Reply with quote  Mark this post and the followings unread

Well, not you. But a skilled voxeller could. It's all a case of remaking them #Tongue

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