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Buildup anim problem
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SuperJoe
Commander


Joined: 03 Sep 2009

PostPosted: Sun Aug 07, 2011 11:47 pm    Post subject:  Buildup anim problem Reply with quote  Mark this post and the followings unread

Ran into an annoying little problem with my buildup anims for the tick tank. Some pixels of the buildup anims aren't drawn at all, as seen in this pic (look at the bottom left).




The pixels that don't get drawn also change from match to match, but the bugged animation remains same for the duration of the match. Here are few examples of different pixels getting screwed up in different matches




Now I already tried some things to fix the problem, like increasing the shp canvas size, getting rid of any weird colors (2-15, 239-255). Also the buildup anim and the actual building shp are same size and positioned correctly, so that can't be the problem. The only thing I could get to fix the problem was to increase the Foundation of the building from 1x1. But obviously that's not a proper solution as it screws up gameplay. So, does the foundation of a building define how large the buildup animation canvas can be? Does anyone know the exact size limitations? Is there any way to get past this problem, without increasing the foundation of the building? I could make the dig-in effect smaller, but even then, it would have to be made ALOT smaller, the lowest 9 rows of pixels are affected by this.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Aug 08, 2011 5:07 am    Post subject: Reply with quote  Mark this post and the followings unread

If parts of the building go beyond the cell border to the south, you have to add the key NormalZAdjust to move it in the render layer a tad upwards.
This key goes directly in the buildings art.ini section and not in any animation.

In your case a value of -10 should do the job.
e.g.
Code:

[GATICK]
Cameo=...
NormalZAdjust=-10
Buildup=...

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SuperJoe
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Joined: 03 Sep 2009

PostPosted: Mon Aug 08, 2011 1:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

Had forgotten NormalZAdjust can be used with buildings too... this fixed the problem, thanks! Though I had to go as low as NormalZAdjust=-125 to remove all the corrupted pixels. Now the deployed tick tank appears through tall buildings and a bit over units that are right next to it, though I can live with that.

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SuperJoe
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Joined: 03 Sep 2009

PostPosted: Mon Aug 08, 2011 1:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

ok, the too high value backfired, the ticktank shp part appeared even infront of the voxel turret. So I started to reduce it, and at -20 it doesn't appear infront of buildings, units or the turret, and the dig-in animation glitch is mostly fixed. There are a few pixels in there that sometimes don't appear, but most of the time they do. I wonder why with NormalZAdjust=-20 I seem to be getting less bugged pixels than with any of the higher values, like -50, -75 or -100. Maybe too high a value worsens the problem. At -125 all the bugged pixel were gone though, but as I mentioned, it caused alot of other problems.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Aug 08, 2011 2:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

There is a system in the values.
-25 means it should be moved up in the render layer as if it's one map tile height higher or one cell bigger to south than the foundation.
-50 means two map tile heights higher or 2 cells bigger to the south than the foundation
-100 would mean a whole cliff height higher

thus with -20 you are still smaller than a single tile height, which makes things on the southern cell still rendered in front of it as well as on cells diagonal adjacent to the southwest and southeast.

It might be also only a multiple of 24 as this is the height in pixel of a single cell. I haven't tested it in that detail and usually a multiple of 25 worked for me.

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