One thing I think it affects is the palette associated with the SHP. If you have the option set where the Builder loads each SHP file with a specific palette (anim.pal for animations, unitem.pal for units, etc.), then it uses this SHP type information for loading the appropriate palette (see Preferences for the option to specify the palettes). _________________
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Sat Jan 10, 2015 5:19 pm Post subject:
It affects palette conversions, recoloring activities, many of the tools of the program and how the program displays and preview your SHP. It trusts the game and type provided there and it will try to optimize all operations based on it. QUICK_EDIT
really? I never cared about this at all.
Does this also affect importing frames into SHP?
I have it for years standing on "Animation" and create units and buildings without problems.
I thought this is a "now useless" leftover from the early days when SHP builder tried to help by guessing what kind of SHP you're loading. Which can't work since animation, unit and building SHP's are all exactly the same from the file structure.
What would happen if i set it to Red Alert 2 Animation and create a TS unit? Does it affect this in any way and if yes, how? _________________ SHP Artist of Twisted Insurrection: Nod buildings
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sat Jan 10, 2015 6:11 pm Post subject:
There's two cases when this makes a difference, but in both cases the difference lies if the setting supports remap:
- at palette conversion, if the type supported remap, the repaletted image might end up jarry as Builder tries to make all red slots to remap, or vice versa
- at Preview you can only see remap if the SHP's type supports it
Notsure if it affects imports, since I always import with intentional settings - units as units etc. - but I'd guess the first difference affects imports. _________________ "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)
=======================
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
oh, i never noticed there is a preview. Well since you can't see anything useful there that you can't see on the normal editor view, this is kinda useless imo (except the remap preview, but this isn't really useful for me either, since i see the normal remap fine in the editor. No need to see it in gold or green)
The preview might be useful if it would show the ingame selection box, so you can see if the unit is correct centered. On a building you see this better on the editor already.
when you import frames into SHP, you select the palette you want to use. Then it tries to find the best matching color for each pixel. I don't see how any Type info can change the result here. Color is color, there is no additional info available when it imports a PNG image. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sat Jan 10, 2015 7:34 pm Post subject:
The preview is useful if you create cameos from pseudo-ingame frames. Because you don't need to create another palette just to have the unit in question with the faction's color scheme for example. Just because you don't find it useful, others might.
Please try import an animation with Unit defaults, notsure but iirc I seen such getting "remap" replaced with "red" - after import, it made an automatic colorreplace for 17-32 to 204-207.
You can see the correct positioning on the units as well. In their case, the exact middle point of the SHP is where the unit actually stands. Just use the center rulers instead of any gridview. _________________ "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
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
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
i see.
Didn't thought about generating cameos other than rendering them in the right perspective. When you only have the frames it can be indeed useful.
Did the following twice, using anim.pal and unittem.pal
-Set to animation, imported a unit
-Set to unit, imported same unit
result-> both the same
Maybe "Type" works only when you have already an open SHP, not when you import and create a completely new one. Because when no SHP is opened, you also don't have the SHP Type menu in the [Options]
Yes, i just noticed the "show center" option. This program is full of funny "new" tools _________________ SHP Artist of Twisted Insurrection: Nod buildings
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Sun Jan 11, 2015 4:08 pm Post subject:
When you import, you have the option to choose the SHP Type at the import window. When you open an existing SHP file, it will use some heuristics to try to guess the SHP Type. If it misses, you can always correct the program once the SHP file is opened. QUICK_EDIT
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