Posted: Fri Apr 20, 2012 10:21 am Post subject:
GIF Converting Issues
So here's an unusual bug I keep having with OSS SHP Builder 3.36. I download this GIF -
(Credit to Holy_Master for making the file)
And Import it into SHP Builder. It imports okay...except that half the frames are missing! I get the Walking Frames and Attack North, but after that there are no frames - it skips straight to Shadow.
Uncheck Shadow in the Options. Also its missing "blank" shadow frames.
Just export it to PNG and make blank PNGS of the same amount and size as the original. (i.e: 200 Frames = 200 Blank Frames = 400 Frames Total) Then import that. If your going to use Tiberian Sun Shadows recolor the shadows to 12 then use the Convert Shadows RA2 -> TS Tool. If not just leave it with 12. _________________ ~ Excelsior ~ QUICK_EDIT
Uncheck Shadow in the Options. Also its missing "blank" shadow frames.
Just export it to PNG and make blank PNGS of the same amount and size as the original. (i.e: 200 Frames = 200 Blank Frames = 400 Frames Total) Then import that. If your going to use Tiberian Sun Shadows recolor the shadows to 12 then use the Convert Shadows RA2 -> TS Tool. If not just leave it with 12.
Okay, the missing frames are now displaying correctly. However, I can't import the blank shadow frames for some reason. They're saved in PNG format, and yet they do not import -_- QUICK_EDIT
I have *no* idea how and why it's doing this, but my best guess is something that happened when it was converted. Either way, there's now a static Robot ontop of the regular Robot. My current Art.ini looks like this:
My Rules.ini was originally a modified version of the GDI Titan from TS. It has since been replaced with the Prism Tank's code as an attempted fix, but it doesn't seem to have done anything at all.
try adding Facings=8 to your art code. Also make sure you have the correct amount of WalkFrames. Did you do standing frames also? _________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
Why do I bring it up? Because now it seems to be reading the frames wrong. It shoots in the wrong direction, and I'm not entirely sure it's got the right number of shooting frames.
Also, there is no turret. Rules Code looks like thisL
Code:
; Allied Hero Mech
[JUDE]
UIName=Name:SREF
Name=Prism Tank
Prerequisite=GAWEAP,GATECH
; SJM removed; see abusive section below...
; Primary=Comet
; ElitePrimary=SuperComet ; Elite Weapon
Strength=150
Category=AFV
Armor=light
Primary=Comet
ElitePrimary=SuperComet ; Elite Weapon
IsTilter=yes
TooBigToFitUnderBridge=true
TechLevel=8
Sight=8
Speed=4
CrateGoodie=yes
Crusher=yes
Owner=British,French,Germans,Americans,Alliance
Cost=1200
BuildLimit=1
Soylent=1200
Points=50
ROT=5
IsSelectableCombatant=yes
AllowedToStartInMultiplayer=no
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=PrismTankSelect
VoiceMove=PrismTankMove
VoiceAttack=PrismTankAttackCommand
VoiceFeedback=
DieSound=GenVehicleDie
MoveSound=PrismTankMoveStart
CrushSound=TankCrush
Maxdebris=3
Locomotor={55D141B8-DB94-11d1-AC98-006008055BB5}
;MovementZone=Normal ;gs FLAW needs to be changed to this when The Flaw is fixed
MovementZone=Destroyer
ThreatPosed=40 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
DamageSmokeOffset=100, 100, 275
Weight=3.5
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Accelerates=false
ZFudgeColumn=8
ZFudgeTunnel=13
Size=3
This happens in-game only and not in the shp builder right? And if it is, it usually is caused by Turret=yes from my experience. If everything looks fine in the builder, maybe something went wrong with your code. _________________
Team Black wrote:
interesting seeing your voxel work. They're still better than Aro's!
This happens in-game only and not in the shp builder right? And if it is, it usually is caused by Turret=yes from my experience. If everything looks fine in the builder, maybe something went wrong with your code.
Yes, this only happens ingame. And as you can see above, there is no Turret=Yes coding. QUICK_EDIT
Sometimes depending on the .shp, you may have to use,
StartStandFrame=
StartWalkFrame=
StartFiringFrame=
You can send me the .shp via pm if you want, and I'll take a looksy.
Also if this has no turret you should remove the TurretOffset= tag. You dont need it. _________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
Could you attach the shp for us? I'd like to take a look.
My apologies for the extended absence - I've been in so many different places lately.
Regardless, I've attached the SHP below. I've also attached the current Art and Rules INI files of the current build. Bear in mind, it is all Pre-Alpha but it's still containing spoilers.
If you want to talk anything like that, from Warhead Alterations to New Units as of the current build, there's a thread for that. Discussion here should be spent on fixing up the SHP file only.
Oh, and one last thing - part of the problem seems to be the Locomotor. If I haven't already, copy the Locomotor from the Prism Tank. It should fix roughly 50% of the issues. Last edited by Sir Shockwave on Mon May 07, 2012 9:59 am; edited 1 time in total QUICK_EDIT
you have your standing frames wrong. Place the standing frames at the beginning of the shp file not the end. Frames 1-8 will be your standing frames. Fix that issue, then use this code. You should be good to go.
use this locomotor,
Locomotor={55D141B8-DB94-11d1-AC98-006008055BB5}
and so your mech dosent look like he's running around beserkish, set your WalkRate= to around (4)
then use this for Art.
[JUDE] ; Judicator Hero Bot
Voxel=no
Remapable=yes
Cameo=JUDEICON
PrimaryFireFLH=20,-50,100 ; <--needs to be adjusted.
Facings=8
StandingFrames=8
WalkFrames=14
FiringFrames=15
StartStandFrame=0
StartWalkFrame=8
StartFiringFrame=120
Shadow=yes _________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
-SHP is correct. Just adjust StartStandFrame to point to the correct frame and set StandingFrames to 1, as there is no standing animation.
[JUDE] ; Judicator Hero Bot
Voxel=no
Remapable=yes
Cameo=JUDEICON
PrimaryFireFLH=160,-144,256
Facings=8
StandingFrames=1 ;there is only 1 frame for each direction and not 8
WalkFrames=14
FiringFrames=15
StartStandFrame=232
StartWalkFrame=0
StartFiringFrame=112
The following keys are for Voxel units only and only mess up the fireFLH on SHP units.
PBarrelLength=250 ;there is no tilting voxel barrel for Primary weapon
SBarrelLength=250 ;there is no tilting voxel barrel for Secondary weapon
TurretOffset=-16 ;turret is on a fixed position on SHP units, this key only messes up the FireFLH
and so your mech dosent look like he's running around beserkish, set your WalkRate= to around (4)
4 is way too slow imo. The unit isnt fast ingame either, but a value of 2 should be enough. Though it should be adjusted to fit the walking speed ingame anyway. _________________ SHP Artist of Twisted Insurrection: Nod buildings
What Cranium said. But a few optimisation for the codes Cranium posted.
Delete Remapable=yes, Facings=8 and Shadow=yes.
I'm quite sure the tags are already used at default so I don't think you need them.
And about the loco, use the Terror Drones loco.
Maybe the one Cranium posted is the TD's loco. I'm not sure. Don't have my YR on this computer.
I think you're good to go then. _________________
Team Black wrote:
interesting seeing your voxel work. They're still better than Aro's!
-SHP is correct. Just adjust StartStandFrame to point to the correct frame and set StandingFrames to 1, as there is no standing animation.
[JUDE] ; Judicator Hero Bot
Voxel=no
Remapable=yes
Cameo=JUDEICON
PrimaryFireFLH=160,-144,256
Facings=8
StandingFrames=1 ;there is only 1 frame for each direction and not 8
WalkFrames=14
FiringFrames=15
StartStandFrame=232
StartWalkFrame=0
StartFiringFrame=112
The following keys are for Voxel units only and only mess up the fireFLH on SHP units.
PBarrelLength=250 ;there is no tilting voxel barrel for Primary weapon
SBarrelLength=250 ;there is no tilting voxel barrel for Secondary weapon
TurretOffset=-16 ;turret is on a fixed position on SHP units, this key only messes up the FireFLH
and so your mech dosent look like he's running around beserkish, set your WalkRate= to around (4)
4 is way too slow imo. The unit isnt fast ingame either, but a value of 2 should be enough. Though it should be adjusted to fit the walking speed ingame anyway.
This appears to have fixed it. Bonus points for fixing the Firing FLH's. I was going to work all of that out later (as in "when the Unit is fully coded and balanced"), but this seems to have fixed it - my thanks.
I've also taken the liberty of going back over and removing the attachments in my last post. QUICK_EDIT
But a few optimisation for the codes Cranium posted.
Delete Remapable=yes, Facings=8 and Shadow=yes.
I'm quite sure the tags are already used at default so I don't think you need them.
And about the loco, use the Terror Drones loco.
Maybe the one Cranium posted is the TD's loco. I'm not sure. Don't have my YR on this computer.
I think you're good to go then.
Facings= is needed.
The loco I posted is the Mech loco from TS, but still usable in RA2/YR.
@LKO, lol, I'm not sure why I put StandingFrames=8, but yeah, stamdingframes without anim is only =1. Little derp on my behalf.
I prefer to have my standing frames at the beginning as that is the way westwood also did theres. but i guess it really dosent matter if he has them at the beginning or end. _________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
StandingFrames does matter when you have a turreted SHP.
For these it's necessary to have first the walkframes, followed by the 32 turret frames (for these doesn't exists a StartTurretFrame key) and after that all the additional frames like Standing, Firing, Death etc. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Facings= is needed.
The loco I posted is the Mech loco from TS, but still usable in RA2/YR.
Good thing I didn't chop that out when I was going back over it. Again, thanks to everyone who helped out. I'll be sure to news update it at some point and fill in the hubhub X3 QUICK_EDIT
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