Posted: Wed Aug 14, 2013 6:29 pm Post subject:
Internal Error - EIP 0069E58B [SOLVED]
Subject description: missing buildngz.sha
I was cleaning my mix files to strip the game to the basics, deleting/reordering stuff so that might be the cause. The IE happens when the map load is almost finished. Did some googling and found a post with a similar IE, which mentioned that the cause of the IE was a missing shroud/fog.shp. The shps are already in my mixes and no changes were done to them.
If you stripped out the mix files than that is your problem, never touch them unless you are 100% sure you know what you are doing. _________________ 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
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Wed Aug 14, 2013 7:54 pm Post subject:
Check the mix IDs of those two files. _________________ "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
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Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
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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
Fixed. Thanks Alex. I honestly thought that that file was just some more of WW crazy unused shits so I assumed I could delete it. Apparently I was wrong. Would you mind telling us what is the purpose of that file? _________________
Team Black wrote:
interesting seeing your voxel work. They're still better than Aro's!
Empty or otherwise 'improper' (if I recall correctly) SHP for it makes building turrets (SHP or otherwise) always be drawn behind the main building layering-wise, no matter what the other relevant settings are. _________________ QUICK_EDIT
It's used for drawing (Active, Special, anything connected to the building's art) animations over buildings (also turrets yes). To note: Its size can't be changed without an IE, it's in a special SHP format and thus can't be saved by shp builder as a new shp, but changing the way the colors are displayed (inverse, square, etc) doesn't affect the way animations are drawn.
Unless you change the 1st pixel of the shp, which is how it detects the background color from any palette it is used by, note this shp doesn't actually have its own palette.
I could not get this to affect layering in any way Starkku. Probably thinking of the ones used on slopes and other terrain files. AFAIK these affect voxels on slopes on TS. See slop0(1,2,3,4)z.tem (theatre) files. I haven't tested whether these are read by RA2/YR.
In effect, this may want to be moved to research, although it affects 2 different game engine developments.
TL;DR - This is needed by the engine and shouldn't be changed, nor can it be changed for any good effect. _________________ "Don't beg for things; Do it yourself or you'll never get anything." QUICK_EDIT
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