Posted: Tue Feb 11, 2014 6:31 am Post subject:
Ares Custom Foundations
Any one else having an issue with Ares Custom Foundations generator? _________________ 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
yeah I am, i was testing a building the team is working on just to see what it looks like in game. Spent half hour before I decided to remove Ares and reinstall it. Not sure what the deal was, but now I get this. The red path is suppose to be there, you go under the building. Doesn't look too bad even though the custom pal wasn't used
_________________ 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
Also Known As: ZivDero Joined: 23 Jul 2013 Location: Russia
Posted: Tue Feb 11, 2014 1:51 pm Post subject:
I never understood what those outlines are for. Do they make passable terrain even if it's occupied by this building, so like a pathway on the image above my post?
P.S. Have you thought that instead of walking through the pathway things would render as if they were flying past the building? _________________
DarkVen9109 wrote:
What in the name of insanity is this? I FRICKING LOVE THIS LOGICCCC!!!!!!!!!!!!OOOOOOOOHEEAWWWWWWWWWWWYAAAAAAAAAAAAAAAAAWWWWWW PEW PEW PEW PEW BOOM BOOM BOOM!! Nice I love this!!!! Ferriswheel bomb, Dive bomb. New Logic discovered thanks to Kenosis
P.S. Have you thought that instead of walking through the pathway things would render as if they were flying past the building?
I made the foundation for the building so it has the path so you can hide a sniper when for a single player map, and multi player. I have a few buildings that have this feature.
The issue is the building is chopped off on the right corner, should be full rectangle _________________ 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
You do realise the building is rendered as a whole?
Meaning the bottom, paved part will be included in it.
So either the sniper will be completely underneath it, or overlapping the entire SHP.
There's no real depth in RA2, just 'layers'. _________________
The issue is the building is chopped off on the right corner, should be full rectangle
Large building SHPs have this problem, try different YSortAdjust setting, using a different compression type in SHP Builder or make the whole building gfx an active anim. _________________
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Tue Feb 11, 2014 8:15 pm Post subject:
I also think of the compression issue.
Also, Parasite, I have already told what outlines are for, besides, there is nothing you can actually understand so your point is moot. _________________ "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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Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Also Known As: ZivDero Joined: 23 Jul 2013 Location: Russia
Posted: Tue Feb 11, 2014 8:18 pm Post subject:
RP wrote:
You do realise the building is rendered as a whole?
Meaning the bottom, paved part will be included in it.
So either the sniper will be completely underneath it, or overlapping the entire SHP.
There's no real depth in RA2, just 'layers'.
That's exactly what I meant in the second part of the comment! _________________
DarkVen9109 wrote:
What in the name of insanity is this? I FRICKING LOVE THIS LOGICCCC!!!!!!!!!!!!OOOOOOOOHEEAWWWWWWWWWWWYAAAAAAAAAAAAAAAAAWWWWWW PEW PEW PEW PEW BOOM BOOM BOOM!! Nice I love this!!!! Ferriswheel bomb, Dive bomb. New Logic discovered thanks to Kenosis
AFAIK, if the concrete bottom was a separate bib, you would see the unit over it and under the rest of the building.
As far as it not working: Chrome and Opera both have issues with Custom Foundation Generator, its been said a hundred times. (although your code is fine) _________________ "Don't beg for things; Do it yourself or you'll never get anything." QUICK_EDIT
Posted: Wed Feb 12, 2014 1:58 am Post subject:
building
Renegade wrote:
Nikademis Von Hisson wrote:
Any one else having an issue with Ares Custom Foundations generator?
"Any one else" implies there being an issue with the generator in the first place.
Compare the code and the screenshot. The generator worked fine.
I remember the post that states use Firefox for this. Not sure why I had an issue but once I reinstalled ARES and used the link in the docs it worked fine.
4StarGeneral wrote:
AFAIK, if the concrete bottom was a separate bib, you would see the unit over it and under the rest of the building.
As far as it not working: Chrome and Opera both have issues with Custom Foundation Generator, its been said a hundred times. (although your code is fine)
The concrete was placed there just to see, it is rendered in, but when the final image is done I might put on blue so it can be placed on any concrete surface
RP wrote:
You do realise the building is rendered as a whole?
Meaning the bottom, paved part will be included in it.
So either the sniper will be completely underneath it, or overlapping the entire SHP.
There's no real depth in RA2, just 'layers'.
Yes, I know he will be completely under the building and not seen, the reason for the foundation being done as it is. Though any unit can hide under the building. The pavement was intentional for the image.
Graion Dilach and Mig Eater knowledge seem to be sound and I will got with this. The building is too big for one, so I will break it up into 2 buildings
Frank Building.png
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_________________ 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
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