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Tiberian Sun SHP Files Dimensions Research
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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Sat Dec 13, 2003 6:35 pm    Post subject:  Tiberian Sun SHP Files Dimensions Research Reply with quote  Mark this post and the followings unread

I've recently done a little research on what kind of dimensions (width represented as W, height represented as H, number of frames represented as F). I will do something similar with RA2 and when it's over, I will implement them on Form New. So, you will be able to start new files knowing the most used sizes for buildings, infantry, cameos and animations and you will just select the unit you want and it fills with its dimensions.

Here's the results on searching in Tibsun.mix (I haven't checked Firestorm).


Research: File Sizes
-----------------------------

Tiberian Sun:


Cameos: uses cameo.pal
-> Cameos: W64, H48, F1


Infantry: uses unittem.pal/unitsno.pal
-> Infantry, Mutants, Civilians, Chameleon Spy: W61, H61, F584 (w/ shadows)
-> Medic: W61, H61, F614 (w/ shadows)
-> Cyborg: W61, H61, F740 (w/ shadows)
-> Cyborg Commando: W51, W69, F616 (w/ shadows)
-> JumpJet: W61, H61, F902 (w/ shadows)
-> Baby Visceroid: W48, H24, F180 (w/ shadows)
-> Adult Visceroid: W96, H62, F180 (w/ shadows)


Isometric buildings: uses isotem.pal
-> Civilian Buildings: W144, H144, F4 (w/ shadows)
-> Bulletin Boards: W96, H96, F4 (w/ shadows)
-> Civilian Dam: W240, H168, F4 (w/ shadows)
-> Streets (lobridgXX.tem): W144, H96, F6 (Frame 1, 3, 4, 5, and 6 are empty)
-> Tracks (trackXX.tem): W96, H72, F2 (frame 2 is empty)
-> UFO: W640, H480, F1
-> Light Post: W48, H48, F4 (w/ shadows)
-> Tiberium (tibXX.tem): W48, H48, F24 (w/ shadows)
-> Trees (treeXX.tem): W144, H96, F2 (w/ shadows)
-> Rock (trockXX.tem): W96, H96, F2 (w/ shadows)
-> Scorchs (burntXX.tem, crateXX.tem): W96, H96, F2 (w/ shadows)


Civilian Buildings: uses unittem.pal/unitsno.pal
-> Kodiak: W192, H144, F6 (w/ shadows)
-> Ruined C&C Buildings, Montauk: W144, H96, F6 (w/ shadows)
-> Civilian Armory, Vega and Nod Pyramid: W192, H192, F6 (w/ shadows)
-> Civilian Hospital: W192, H168, F6 (w/ shadows)
-> Civilian Radar: W144, H96, F6 (w/ shadows)
-> TibTree XX (tibtreXX.tem): W144, H96, F22 (w/ shadows)
-> Veinhole (veinhole.tem): W144, H144, F24


GDI/Nod Buildings: uses unitem.pal/unitsno.pal
-> Construction Yard, Service Depot, GDI Radar, Waste Facility: W144, F144, F6 (w/ shadows)
-> Firestorm Generator, Comm. Center, Hand Of Nod, Light Tower: W144, H120, F6 (w/ shadows)
-> GDI and Nod War Factory, Refinery, Temple Of Nod: W192, H168, F6 (w/ shadows)
-> Advanced Power Plant, Dropship Bay: W192, H144, F6 (w/ shadows)
-> GDI Tech Center: W192, H120, F6 (w/ shadows)
-> Obelisk Of Light, Nod Power Plant, Stealth Generator: W144, H96, F6 (w/ shadows)
-> Component Tower, Laser Turret, Missile Silo, Laser Fence Post, Nod Sam Site: W48, H48. F6 (w/ shadows)
-> Nod Radar: W96, H144, F6 (w/ shadows)
-> GDI and Nod Helipad, GDI Barracks, GDI, Power Plant, Nod Tech Center, Tiberium Silo, Deployed Sensor Array, EMPulse Cannon: W96, H96, F6 (w/ shadows)
-> Deployed Artillery: W96, H72, F6 (w/ shadows)
-> Deployed Tick Tank: W96, H48, F6 (w/ shadows)
-> Firestorm Wall: W48, H48, F128 (w/ shadows)
-> GDI Wall: W48, H48, F96 (w/ shadows)
-> GDI Gate: W144, H96, F42 (w/ shadows)
-> Nod Gate: W144, H96, F30 (w/ shadows)
-> ICBM: W96, H120, F6 (w/ shadows)


BuildUp Animations: uses unitem.pal
-> Construction Yard Buildup: W144, H144, F48 (w/ shadows)
-> GDI Radar Buildup: W144, H144, F40 (w/ shadows)
-> Component Tower Buildup: W48, H48, F22 (w/ shadows)
-> Nod Laser Turret BuildUp: W48, H48, F42 (w/ shadows)
-> GDI Service Depot Buildup: W144, H144, F20 (w/ shadows)
-> GDI Firestorm Generator, Comm. Center Buildup: W144, H120, F34 (w/ shadows)
-> GDI Helipad BuildUp, Tiberium Silo: W96, H96, F38 (w/ shadows)
-> ICBM BuildUp: W96, H120, F60 (w/ shadows)
-> GDI Barracks, Power Plant, Nod Helipad BuildUp: W96, F96, F40 (w/ shadows)
-> GDI Tech Center BuildUp: W192, H120, F40 (w/ shadows)
-> GDI War Factory, Refinery BuildUp: W192, H168, F40 (w/ shadows)
-> Advanced Power Plant BuildUp: W144, H120, F38 (w/ shadows)
-> Hand Of Nod BuildUp: W144, H120, F30 (w/ shadows)
-> Missile Silo, Nod Tech Center BuildUp: W96, H96, F36 (w/ shadows)
-> Obelisk Of Light, Nod Power Plant, Stealth Generator BuildUp: W144, H96, F38 (w/ shadows)
-> Laser Fence Post Buildup: W48, H48, F24 (w/ shadows)
-> EMPulse Cannon BuildUp: W96, H96, F40 (w/ shadows)
-> Nod Radar BuildUp: W96, H144, F40 (w/ shadows)
-> Nod Sam Site BuildUp: W48, H48, F16 (w/ shadows)
-> Temple Of Nod BuildUp: W192, H168, F34 (w/ shadows)
-> Nod Waste Facility BuildUp: W144, H144, F38 (w/ shadows)
-> Nod War Factory BuildUp: W192, H168, F44 (w/ shadows) "


Other animations:
There are too many to check, but their size is usually below 100x100 and they use anim.pal

Last edited by Banshee on Thu Jan 23, 2020 7:46 pm; edited 3 times in total

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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Mon Dec 15, 2003 10:21 am    Post subject: Reply with quote  Mark this post and the followings unread

Lotsa work... but really, size doesn't matter (no pun intended), because when you copy these as .PCX, you can see most of the image is background, and it could have been smaller, the building/unit would still fit.

What matters is the position of the building/unit/anim.

For anims/infantry, as long as they're centered, it's ok.

For buildings, the edge at the back of the building (which you actually can't see) should be at the center...

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Mon Dec 15, 2003 10:26 am    Post subject: Reply with quote  Mark this post and the followings unread

Size will be usefull when:

- you start a new picture, you will have an idea on the size of similar stuff

and very usefull for:

- resizing. This will give you a precise idea on the dimensions for resizing your infantry, specially if you wanna convert RA2 things to TS and vice versa...

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Clazzy
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Joined: 26 Nov 2002
Location: Algae Colony On Mars

PostPosted: Fri Jul 23, 2004 11:31 am    Post subject: Reply with quote  Mark this post and the followings unread

When converting things from RA2 > TS, isn't it roughly a 75% change?

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stucuk
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Joined: 27 Aug 2002

PostPosted: Fri Jul 23, 2004 1:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
but really, size doesn't matter (no pun intended)


SHP Fact:

If u have a SHP thats 100X100 and has the same pictures as one with 10000x10000 the SHP size will b the same. Background info isn't saved only the used section is.

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Ackron
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Joined: 19 May 2004

PostPosted: Tue Mar 29, 2005 7:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

WTF!? SPAM!!!

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stucuk
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Joined: 27 Aug 2002

PostPosted: Tue Mar 29, 2005 9:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

PM me if u notice any more Ad bots crap on the forum (note i only have moderation permissions for the CnC Editing Tools forum)

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