Posted: Fri Apr 05, 2013 7:39 am Post subject:
SHP Builder Question..Need Help.
I'm creating a SHP soldier for the first time.But Before I will finish this.
I have some questions to ask.
1. In creating an SHP does it automatically select the attack frames and other
movements?If no can you please teach me how?
2.How to make an Infantry that floats? Like the Yuri Prime.
That is far as I can ask till knowing some other problems. QUICK_EDIT
1- You have to manually sequence it. But if you use another infantry as the base, then there is already such a sequence.
2- In game, you have to use MovementZone=Amphibious ;or "AmphibiousDestroyer", and of course, have an art and sequence that shows the infantry floating. _________________
take a look in art.ini at for example the ConSequence. This tells the game how many frames and at which frame in the SHP a certain animation starts. A sequence can be used by different infantry, if they all have the animations at the same frame-positions in the SHP (ConSequence is used by Conscript, Shock Trooper and Sniper for example)
So if you create a new infantry whose animations and framepositions are based on an existing infantry, you can then reuse the same sequence for your infantry.
Though the art.ini comments section
Quote:
; *** Infantry Sequences ***
tells you everything you need to know to create a completely new sequence. So there is no need to restrict your new infantry to one of the existing sequences. _________________ SHP Artist of Twisted Insurrection: Nod buildings
@Elgin: as posted before, read the art.ini comments.
artmd.ini wrote:
; *** Infantry Sequences ***
; Infantry animations are grouped within a single art file.
; Unlike units, infantry animation layout is completely
; arbitrary and must be explicitly specified. Each
; infantry format file will be identified with one of these
; animation sequences.
;
; The first number is the starting frame number. The second
; number is the number of frames of the animation. If this
; number is zero then the anim sequence is not present.
; The third number is the multiplier by the infantry facing
; to reach the facing specific animation start. If this
; last number is zero, then there is no facing specific
; version.
;
; Ready = standing around
; Guard = standing around with weapon drawn
; Prone = while prone
; Walk = walking [normal movement]
; FireUp = firing while standing
; Down = transition from standing to prone
; Crawl = moving while prone
; Up = transition from prone to standing
; FireProne = firing while prone
; Idle1 = idle animation sequence #1
; Idle2 = idle animation sequence #2
; Die1 = death animation when hit by gunfire
; Die2 = death animation when exploding
; Die3 = death animation when exploding (alternate)
; Die4 = death animation by concussion explosion
; Die5 = death animatino by fire
; Fly = [jumpjet] flying
; Hover = [jumpjet] hovering
; Tumble = [jumpjet] tumbling
; FireFly = [jumpjet] firing while flying
; Deploy = [gi] deploying
; Deployed = [gi] deployed still frame
; DeployFire = [gi] fire while deployed
; DeployIdle = [gi] idle animation while deployed
; Undeploy = [gi] undeploying
; SecondaryFire = special anim for firing secondary weapon
; SecondaryProne = special anim for firing secondary weapon while prone
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