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GIF Converting Issues
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Sir Shockwave
Cyborg Firebomber


Joined: 06 Sep 2011

PostPosted: Fri Apr 20, 2012 10:21 am    Post subject:  GIF Converting Issues Reply with quote  Mark this post and the followings unread

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.

Does anyone know of a way around this?

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Fri Apr 20, 2012 10:48 am    Post subject: Reply with quote  Mark this post and the followings unread

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.

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Sir Shockwave
Cyborg Firebomber


Joined: 06 Sep 2011

PostPosted: Fri Apr 20, 2012 11:26 am    Post subject: Reply with quote  Mark this post and the followings unread

Atomic_Noodles wrote:
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 -_-

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Sir Shockwave
Cyborg Firebomber


Joined: 06 Sep 2011

PostPosted: Fri Apr 20, 2012 3:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

Never mind, it's behaving now for some reason.

Any idea how to transfer the blank frames across?

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ArvinCool
Tiberian Beast


Joined: 01 Jun 2008

PostPosted: Fri Apr 20, 2012 3:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

is this how you want it?



UNIT.shp
 Description:

Download
 Filename:  UNIT.shp
 Filesize:  875.65 KB
 Downloaded:  103 Time(s)


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Sir Shockwave
Cyborg Firebomber


Joined: 06 Sep 2011

PostPosted: Fri Apr 20, 2012 3:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

ArvinCool wrote:
is this how you want it?


Huh, I was just popping by to say I managed to fix it myself. A little buggy, but it works.

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Sir Shockwave
Cyborg Firebomber


Joined: 06 Sep 2011

PostPosted: Mon Apr 30, 2012 3:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

Same topic, new problem. BEHOLD THE ATTACHMENT.

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:

Code:
[JUDE]   ; Judicator Hero Bot
Voxel=no
Remapable=yes
Cameo=JUDEICON
PrimaryFireFLH=20,-50,100
;UseTurretShadow=yes
PBarrelLength=250
SBarrelLength=250
TurretOffset=-16
WalkFrames=15


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.



Judicator Problem.png
 Description:
 Filesize:  120.59 KB
 Viewed:  2547 Time(s)

Judicator Problem.png



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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Mon Apr 30, 2012 4:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

try adding Facings=8 to your art code. Also make sure you have the correct amount of WalkFrames. Did you do standing frames also?

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Krow
Commander


Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Mon Apr 30, 2012 4:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

Check Turret=yes in your unit's code, and if there is one delete it.

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Sir Shockwave
Cyborg Firebomber


Joined: 06 Sep 2011

PostPosted: Mon Apr 30, 2012 5:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

Cranium wrote:
try adding Facings=8 to your art code. Also make sure you have the correct amount of WalkFrames. Did you do standing frames also?


I think so. About eight frames worth.

At any rate, the new code looks like this -

Code:
[JUDE]   ; Judicator Hero Bot
Voxel=no
Remapable=yes
Cameo=JUDEICON
PrimaryFireFLH=20,-50,100
;UseTurretShadow=yes
PBarrelLength=250
SBarrelLength=250
TurretOffset=-16
Facings=8
StandingFrames=8
FiringFrames=15
WalkFrames=14


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

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Krow
Commander


Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Mon Apr 30, 2012 5:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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Sir Shockwave
Cyborg Firebomber


Joined: 06 Sep 2011

PostPosted: Mon Apr 30, 2012 5:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

Krow wrote:
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.

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Krow
Commander


Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Mon Apr 30, 2012 5:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

Could you attach the shp for us? I'd like to take a look.

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interesting seeing your voxel work. They're still better than Aro's!

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Mon Apr 30, 2012 6:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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Sir Shockwave
Cyborg Firebomber


Joined: 06 Sep 2011

PostPosted: Sun May 06, 2012 2:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

Krow wrote:
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

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Mon May 07, 2012 3:40 am    Post subject: Reply with quote  Mark this post and the followings unread

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

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon May 07, 2012 6:33 am    Post subject: Reply with quote  Mark this post and the followings unread

-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

Primary/SecondaryFireFLH, TurretOffset & PBarrelLength explained

Cranium wrote:
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.

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Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
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Last edited by Lin Kuei Ominae on Mon May 07, 2012 7:25 am; edited 3 times in total

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Krow
Commander


Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Mon May 07, 2012 6:36 am    Post subject: Reply with quote  Mark this post and the followings unread

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.

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interesting seeing your voxel work. They're still better than Aro's!

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Sir Shockwave
Cyborg Firebomber


Joined: 06 Sep 2011

PostPosted: Mon May 07, 2012 9:59 am    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
-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

Primary/SecondaryFireFLH, TurretOffset & PBarrelLength explained

Cranium wrote:
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.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Mon May 07, 2012 11:27 am    Post subject: Reply with quote  Mark this post and the followings unread

Krow wrote:
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. Laughing
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.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon May 07, 2012 12:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

StandingFrames does matter when you have a turreted SHP. Wink
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.

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SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Mon May 07, 2012 1:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

LKO wrote:
StandingFrames does matter when you have a turreted SHP.


Absolutly, Wink

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Sir Shockwave
Cyborg Firebomber


Joined: 06 Sep 2011

PostPosted: Mon May 07, 2012 1:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

Cranium wrote:
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

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Krow
Commander


Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Mon May 07, 2012 3:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

@Cranium: It's needed? Sorry, my bad then. I thought it's not needed cause the default value is already 8. Why is it needed then?

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