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Global Tint or fog [RA2/YR]
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HG_SCIPCION
Gauss Rifle Trooper


Joined: 07 Jun 2013
Location: Perú

PostPosted: Sat Mar 19, 2016 3:54 pm    Post subject:  Global Tint or fog [RA2/YR]
Subject description: V 1.0?
Reply with quote  Mark this post and the followings unread

Tint or Fog







RULES:
Code:

---Add in BuildingsType list:

xxx=AMBIENTE_M

---Add in animations list

xxx=COLOR_VERDE

;>>>>>>>>>>>>>>>>>>>

[AMBIENTE_M]
Name=Tinte del Mapa
Image=AMBIENTE_VERDE ; for easy change of the color for each map
Insignificant=yes
Selectable=no
InvisibleInGame=yes
Strength=6000
Armor=wood
TechLevel=-1
Nominal=yes
Sight=0
Points=30
Power=0
Crewed=yes
Explosion=
MaxDebris=1
ThreatPosed=0
DamageParticleSystems=SparkSys,LGSparkSys
Powered=true


ART:
Code:


;neccesary
[AMBIENTE_M]
Image=AMBIENTE_M
Foundation=0x0
NewTheater=yes
DemandLoad=true
Height=3

[AMBIENTE_VERDE]
Image=AMBIENTE_M
Foundation=0x0
NewTheater=yes
DemandLoad=true
Height=50
ActiveAnim=COLOR_VERDE
ActiveAnimZAdjust=-9999 ;-700
;Palette=gcpal27

[COLOR_VERDE]
NewTheater=yes
Normalized=yes
LoopStart=0
LoopEnd=7
LoopCount=-1
Rate=280
Layer=air
Shadow=no
DemandLoad=true
Translucency=50



see the image ineditor...



Important:
1.- insert the file "agbiente_m.shp" in a Mix file for the see the file in editor.
2.- caution with the ramps...
3.- for more colors, only change the color of the "CGLOR_VERDE.shp" or make a new palette (better) and change  inside of the map file:

[AMBIENTE_M]
Image=new_color


-a small contribution of Global Crisis Crying or Very sad

enjoy....


-SC



Tinte_de_mapa_SCIPCION.rar
 Description:
2 files:

agbiente_m.shp
CGLOR_VERDE.shp

Download
 Filename:  Tinte_de_mapa_SCIPCION.rar
 Filesize:  1.52 KB
 Downloaded:  14 Time(s)


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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sat Mar 19, 2016 5:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

The COLOR_VERDE code is pretty sloppy

[COLOR_VERDE]
NewTheater=yes ;redundant
Normalized=yes ;useless
LoopStart=0 ;useless
LoopEnd=7 ;wrong (has only 2 frames)
LoopCount=-1 ;redundant
Rate=280 ;bad value, because it causes unnecessary stress for the engine
Layer=air
Shadow=no ;yet you gave the SHP a second shadow frame
DemandLoad=true
Translucency=50

better would be
[COLOR_VERDE]
Start=0
End=0
Rate=0 ;the game will never change the frame, thus always play the first one (no need for any frame cycle and frame loading, thus better performance)
Layer=air
DemandLoad=true
Translucency=50

and then give the SHP only 1 single frame
Start and End can be also removed as 0 is their default value.
Though you could create 1 SHP with different colors on different frames and then just set for example Start=0 for green fog, Start=1 for brown fog, Start=2 for red etc.
So the game has to load only 1 SHP for all the different fog effects.


Though using this on a bigger map causes a lot of lag due to the many big transparent anims.
I wouldn't advise using such a logic. At least not for a global map effect.
Better make the image with an irregular shape (like a cloud) using a dither effect on the border for a small fade out effect.
Then place this fog effect only on a few selected places.

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