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No buildup showing?
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BuddaBoy
Cyborg Engineer


Joined: 05 Oct 2004

PostPosted: Wed Jan 11, 2012 10:05 pm    Post subject:  No buildup showing? Reply with quote  Mark this post and the followings unread

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.

Any clue as to why just the buildup won't show ?

EX: of art code
[NASTRIKE]
Image=NASTRIKE
Remapable=yes
Normalized=no
Height=3
Cameo=STRIKEICON
Foundation=3x3
Buildup=NASTRIKE_MK
DemandLoadBuildup=true
FreeBuildup=true
NewTheater=yes
SuperAnim=NASTRIKE_E
SuperAnimDamaged=NASTRIKE_ED
SuperAnimZAdjust=-20
SuperAnimYSort=724
SuperAnimTwo=NASTRIKE_B
SuperAnimTwoDamaged=NASTRIKE_BD
SuperAnimTwoZAdjust=-20
SuperAnimTwoYSort=724
SuperAnimThree=NASTRIKE_A
SuperAnimThreeDamaged=NASTRIKE_AD
SuperAnimThreeZAdjust=-20
SuperAnimThreeYSort=724
SuperAnimFour=NASTRIKE_C
SuperAnimFourDamaged=NASTRIKE_CD
SuperAnimFourZAdjust=-20
SuperAnimFourYSort=724
CanHideThings=True
CanBeHidden=False
OccupyHeight=2
AddOccupy1=-1,0
DamageFireOffset0=-19,50

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FurryQueen
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PostPosted: Wed Jan 11, 2012 11:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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Cranium
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Location: USA

PostPosted: Thu Jan 12, 2012 12:00 am    Post subject: Reply with quote  Mark this post and the followings unread

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.

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BuddaBoy
Cyborg Engineer


Joined: 05 Oct 2004

PostPosted: Thu Jan 12, 2012 1:40 am    Post subject: Reply with quote  Mark this post and the followings unread

Well I have tried both sugestions to no avail, buildup still wont show even in snow maps only, any further ideas ?

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Cranium
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PostPosted: Thu Jan 12, 2012 1:46 am    Post subject: Reply with quote  Mark this post and the followings unread

hmmm, try adding them to the [Animations] list, if that dont work try putting them into an expandmd instead of an ecachemd

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BuddaBoy
Cyborg Engineer


Joined: 05 Oct 2004

PostPosted: Thu Jan 12, 2012 3:23 am    Post subject: Reply with quote  Mark this post and the followings unread

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.

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Lin Kuei Ominae
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PostPosted: Thu Jan 12, 2012 7:51 am    Post subject: Reply with quote  Mark this post and the followings unread

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.

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Starkku
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PostPosted: Thu Jan 12, 2012 9:07 am    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
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.

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Graion Dilach
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PostPosted: Thu Jan 12, 2012 10:53 am    Post subject: Reply with quote  Mark this post and the followings unread

Could you show the SHPs?

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BuddaBoy
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PostPosted: Thu Jan 12, 2012 3:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

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



nastrikemk.shp
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 Filename:  nastrikemk.shp
 Filesize:  204.43 KB
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¥R_M0dd€r
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Joined: 03 Jan 2011

PostPosted: Thu Jan 12, 2012 4:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

use Buildup=NASTRIKEMK. Rename the shp file to NGSTRIKEMK and try again. Having only the "g" will make it show on all theaters.

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BuddaBoy
Cyborg Engineer


Joined: 05 Oct 2004

PostPosted: Thu Jan 12, 2012 4:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

Tried that, still no buildup

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Graion Dilach
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Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Thu Jan 12, 2012 4:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

How big is the building? Are the canvas sizes match?

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=======================
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BuddaBoy
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Joined: 05 Oct 2004

PostPosted: Thu Jan 12, 2012 4:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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Mig Eater
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Joined: 13 Nov 2003
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PostPosted: Thu Jan 12, 2012 5:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

Post the rules too, there are several things like FirestormWall= etc which will disable the buildup.

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BuddaBoy
Cyborg Engineer


Joined: 05 Oct 2004

PostPosted: Thu Jan 12, 2012 6:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

It all looks like this
*********** Rules ************
[BuildingTypes]
**=NASTRIKE

[Animations]
**=NASTRIKE_B
**=NASTRIKE_BD
**=NASTRIKE_A
**=NASTRIKE_AD
**=NASTRIKE_C
**=NASTRIKE_CD
**=NASTRIKE_E
**=NASTRIKE_ED

code itself

;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

************* Art *************
[NASTRIKE]
Image=NASTRIKE
Remapable=yes
Normalized=no
Height=3
Cameo=STRIKEICON
Foundation=3x3
Buildup=NASTRIKEMK
DemandLoadBuildup=true
FreeBuildup=true
NewTheater=no
SuperAnim=NASTRIKE_E
SuperAnimDamaged=NASTRIKE_ED
SuperAnimZAdjust=-20
SuperAnimYSort=724
SuperAnimTwo=NASTRIKE_B
SuperAnimTwoDamaged=NASTRIKE_BD
SuperAnimTwoZAdjust=-20
SuperAnimTwoYSort=724
SuperAnimThree=NASTRIKE_A
SuperAnimThreeDamaged=NASTRIKE_AD
SuperAnimThreeZAdjust=-20
SuperAnimThreeYSort=724
SuperAnimFour=NASTRIKE_C
SuperAnimFourDamaged=NASTRIKE_CD
SuperAnimFourZAdjust=-20
SuperAnimFourYSort=724
CanHideThings=True
CanBeHidden=False
OccupyHeight=2
AddOccupy1=-1,0
DamageFireOffset0=-19,50

All animations show up when requierd, it's just the buildup that won't show

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Thu Jan 12, 2012 6:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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Cranium
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Joined: 05 Dec 2009
Location: USA

PostPosted: Thu Jan 12, 2012 6:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

Stick these in and it should work. I've had issues in the past with larger animations not appearing due to canvas being to large.

"I tested it using your codes and it showed up"



nastrikemk.rar
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 Filename:  nastrikemk.rar
 Filesize:  369.8 KB
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BuddaBoy
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Joined: 05 Oct 2004

PostPosted: Thu Jan 12, 2012 7:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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Cranium
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PostPosted: Thu Jan 12, 2012 7:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

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
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nastrikemk.gif



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ArvinCool
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Joined: 01 Jun 2008

PostPosted: Thu Jan 12, 2012 7:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

Aro wrote:
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?

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BuddaBoy
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PostPosted: Thu Jan 12, 2012 8:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

Tried with your buildups and NewTheater=yes, still nothing

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Cranium
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PostPosted: Thu Jan 12, 2012 9:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

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?

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BuddaBoy
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PostPosted: Thu Jan 12, 2012 9:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

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?

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Cranium
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PostPosted: Thu Jan 12, 2012 10:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'm using Debut Video Capture

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Nikademis Von Hisson
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PostPosted: Thu Jan 12, 2012 11:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

Could this be the problem??


SuperAnimDamaged=NASTRIKE_ED


Do you see the humor???

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BuddaBoy
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PostPosted: Thu Jan 12, 2012 11:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

Laughing didn't notice before

So this how it stands right now with the edited NASTRIKEMK supplied from before (resized and extra theaters )



gamemd 2012-01-12 18-25-14-750-new.gif
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gamemd 2012-01-12 18-25-14-750-new.gif



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BuddaBoy
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PostPosted: Thu Jan 12, 2012 11:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

And this is what I get when I replace the power buildup with NASTRIKEMK, as we can see the buildup is valid and does work, just not on that building??



gamemd 2012-01-12 18-48-15-156-new.gif
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gamemd 2012-01-12 18-48-15-156-new.gif



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Cranium
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PostPosted: Fri Jan 13, 2012 2:21 am    Post subject: Reply with quote  Mark this post and the followings unread

I dont know man. I'm clueless as to whats happening on your end.

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BuddaBoy
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PostPosted: Fri Jan 13, 2012 3:12 am    Post subject: Reply with quote  Mark this post and the followings unread

I have got the buildup to work by removing the SuperAnim= stuff and by just having a ActiveAnim only it all works.

Seems all really odd, not really what I wanted to have, but meh, for now

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MadHQ
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PostPosted: Fri Jan 13, 2012 6:16 am    Post subject: Reply with quote  Mark this post and the followings unread

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...

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Cranium
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PostPosted: Fri Jan 13, 2012 1:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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Lin Kuei Ominae
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PostPosted: Fri Jan 13, 2012 1:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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BuddaBoy
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PostPosted: Fri Jan 13, 2012 5:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

I use notepad++. verified for a double mention, none to be found

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Cranium
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PostPosted: Fri Jan 13, 2012 7:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

can you post a copy of your rules and art ini's?
and are you using Ares, NPatch or just Vanilla YR?

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BuddaBoy
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Joined: 05 Oct 2004

PostPosted: Fri Jan 13, 2012 8:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

For rules and art look above, I am using RP ver10 (old school :p ), again this is the only "super" building I am having issues with.

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Cranium
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PostPosted: Fri Jan 13, 2012 10:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

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. Confused

Possible RP bug?

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BuddaBoy
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PostPosted: Fri Jan 13, 2012 10:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

Again thanks everybody for your input

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