Posted: Wed Jan 11, 2012 10:05 pm Post subject:
No buildup showing?
I have integrated a new superweapon building into YR, super animations all work, I have not added the building buildup into animations (doesn't need it for eveything else).
In my art code it is NASTRIKE_MK, added to my ecachemd, the frame size is the same as all other buildings in that ecachemd, verified numurous times the spelling.
Tried setting NewTheater to no as a test? Might just be missing the theater-specific buildup files. I had the same problem until I started duplicating buildups for every theater. _________________ KGR | AT
AZUR
Discord: theastronomer1836
Steam QUICK_EDIT
If you remove the _ underscore and just call it NASTRIKEMK like all the rest of them, it just might work?
[edit] and what fen said. Need to have all theater specific .shp's for it to work correctly. _________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
hmmm, try adding them to the [Animations] list, if that dont work try putting them into an expandmd instead of an ecachemd _________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
I have added the buildup on another building just to check, it did show up without adding NewTheater=no or changing name, so the buildup is fine on another building and shows but when trying to get the buildup to show on a "super" building it doesn't display.
Again very odd seeing as I have already changed 3 "super" buildings with no issue.
Seems all really odd.
P.S. I even uninstalled game and reinstalled reboot defrag, issue still remains. QUICK_EDIT
remove the keys
DemandLoadBuildup=true ;tells the game to search in a specific mix file
FreeBuildup=true ;might not be necessary to remove
In TS, these tell the game to search in a specific file for the buildup. I guess it's the same in RA2, so the game tries to find the buildup not in ecache or expand, but in iso*.mix or some other mix file. _________________ SHP Artist of Twisted Insurrection: Nod buildings
remove the keys
DemandLoadBuildup=true ;tells the game to search in a specific mix file
FreeBuildup=true ;might not be necessary to remove
DemandLoad= and DemandLoadBuildup= are not used by the game in RA2/YR FYI. Can't remember about FreeBuildup, but I don't really think it's the culprit here either. Does not hurt to try though I guess. _________________ QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Thu Jan 12, 2012 10:53 am Post subject:
Could you show the SHPs? _________________ "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... QUICK_EDIT
Well trying those tags didn't change anything for that building. As for the shp why not, I'm at a loss right now. Again this buildup does show up ingame when I associate it with any other building, just not this one.
Thanks again for all your help.
And I did change the line Buildup=NASTRIKE_MK
to Buildup=NASTRIKEMK
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Thu Jan 12, 2012 4:24 pm Post subject:
How big is the building? Are the canvas sizes match? _________________ "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... QUICK_EDIT
Canvas size are all the same for all builings in echache, again once I atribute this buildup on another building for the same faction (same echache) the buildup shows for any other building.
The only building it won't show up for is the building it was made for. QUICK_EDIT
;Air Strike Building
[NASTRIKE]
UIName=Name:NASTRIKE
Name=Air Strike Building
BuildCat=Combat
Prerequisite=NACNST
TechLevel=10
Strength=750
Powered=true
Adjacent=2
Armor=concrete
Sight=4
Nominal=yes
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,
Africans,Arabs,YuriCountry
AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil
Cost=2500
Points=30
Power=-200
Crewed=yes
Capturable=false
RevealToAll=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=15
MinDebris=5
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS
5SM,DBRIS6SM,DBRIS7LG,DBRIS7SM
SuperWeapon=AirstrikeSpecialFritz
ThreatPosed=1 ; This value MUST be 0 for all building addons
AIBuildThis=yes
ProtectWithWall=yes
Spyable=yes
ChargedAnimTime=1
BuildLimit=1
I doubt this will solve the problem (or even if it's an issue in RA2/YR, though I know it is in TS), but it's not recommended to use filenames longer than 8 characters as in the long run, that can have some very strange side effects, e.g: IE's, Images not appearing. My source on this is experience. QUICK_EDIT
Tried your files, still no go, also renamed to just NASTRMK no buildup, just as an FYI the canvas size for all buildings on the soviet side is 600x450 and for every other building everything shows up (buildups, animations, etc), this is the only building that the buildup will not display.
I can build the building in question, animations show up and I can sell the building no problem, just the build up animation.
Recap, I have tried all suggestions posted so far, still nothing. QUICK_EDIT
I noticed in your code you have NewTheater=no, did you change that to =yes using my files? Course, I'm not so sure that even has a bearing on buildups. I guess just change it back and see.
But like I said it works for me using my updated files and your codes, except I have it as NewTheater=yes
nastrikemk.gif
Description:
Filesize:
381.76 KB
Viewed:
5551 Time(s)
_________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
I doubt this will solve the problem (or even if it's an issue in RA2/YR, though I know it is in TS), but it's not recommended to use filenames longer than 8 characters as in the long run, that can have some very strange side effects, e.g: IE's, Images not appearing. My source on this is experience.
can someone else confirm this? _________________ "I'll be staying strapped cuse my mac-eleven make my nuts bigger" QUICK_EDIT
Hmmm, this one has me stumped then. I'm not sure what else to tell you what to try. Wierd how it works for me using your codes and my buildups and dont work for you.
Do you have these files in the directory or still in .mix? Try putting them just in the directory. If that dosent work, have you tried putting them in an expandmd.mix? _________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
Somehow I don't think that will make a difference, I have replaced the NAPOWRMK with my NASTRIKEMK and the buildup appears, when I try vice versa the NAPOWRMK instead of my NASTRIKEMK on this building, still no buildup.
BTW. what video capture program are you using Cranium, so I can show you exactly what is happening? QUICK_EDIT
Do you see the humor??? _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
It could also be the number of frames it has (Not counting the shadows)... Some times the engine does not like it when build-ups go over 25 frames... Cut it down to 24 and see if it helps... _________________ MadHQ's Graveyard - Click here!
(Permissions) - (F.A.Q.) QUICK_EDIT
The thing is, his buildup works. He can slap it on other structures and it works fine for him. Just dosent work n the structure it was intended for.
And that is wierd how it works if you take off the super anims. Even though I dont understand how it could affect the buildup, Maybe the problem lies within one of the super anims that is preventing it from playing. When I tested this I had all your superanims coded in, but I didnt have the actual .shp's and may be why it worked for me. _________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
BuddaBoy, how do you modify the inis? Texteditor/Tibed?
do a text search in your art.ini and artm.ini for the building. Maybe you have duplicate entries, thus the game reads the wrong section. _________________ SHP Artist of Twisted Insurrection: Nod buildings
can you post a copy of your rules and art ini's?
and are you using Ares, NPatch or just Vanilla YR? _________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
meh, just wanted to look at your rules and art for a wider picture of things. But thats o.k.
So you have created other "super" buildings with buildup and superanims that works just fine?
I just dont understand how a super anim can have any effect on the buildup.
Possible RP bug? _________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
Maybe, who knows at this point. I have gotten all the frames and animations to work for that building by using it as a regular building, but with only active animations, no powering up or powering down.
Thanks for all your help in the matter so far, I will be keeping my eye out for more suggestions, but for now it works, I will finish the rest of my buildings and coding before comming back to this perticular building in the future.
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