Looks really nice, especially the broken animation. Don't really care for the way the fan closes together though if I can give some feedback and for an RA2 building, it'll be the only one without a base. _________________ "Don't beg for things; Do it yourself or you'll never get anything." QUICK_EDIT
Nice, but need hammer look, such MO's hammer defence but 3x3.
Anyway Very nice work.
I dont like copy concept from other mods sorry... thank you anyway
chr0nicz420 wrote:
Does the buildup working to anyone? For some reason it's not working to me...
ehmm... dunno. works fine replacing the power plant aniamiton (GGPOWR.shp) I use new palette and 2x2, looks bad for this reason. but the animation works fine:
Looks good. But the shadows are not in the right color.
The building animation can have a maximum of 98 images (shadow counts with), otherwise the building animation does not work!
The vertical blue stripes in the film are not included in the animation. QUICK_EDIT
Looks good. But the shadows are not in the right color.
The building animation can have a maximum of 98 images (shadow counts with), otherwise the building animation does not work!
The vertical blue stripes in the film are not included in the animation.
I dont known what is the problem with 98 frames (the gifs are from ingame, using ARES) the colors of the shadow make any diference? maybe reendiment, but more that the render of a simple voxel?
The vertical stripes are a test with a effect (imposible to implement for the game) only a preview... _________________ https://www.moddb.com/mods/global-crisis https://www.patreon.com/scipcion
What colors are used in the shadow frames do not matter. Any entry in the shadow frames are used by the engine as the shadows for rendering.
Yest technically #1 on the SHP Palette is the shadow. But you can also use that on the non-shadow frames for extra palette colors.
Some modders prefer to recolor any pixels in the shadow frames for consistency for converting process or just because. _________________ ~ Excelsior ~ Last edited by Atomic_Noodles on Fri Jan 06, 2017 3:06 pm; edited 2 times in total QUICK_EDIT
The second color of the palette is the shadow.
The animation determines the amount of frames so that:
Start = 15
LoopStart = 15
LoopEnd = 31
Because no such entries exist for a buildup your buildup with 122 images does not work. See comment by chr0nicz420.
Whether it's different with Ares I don't know. QUICK_EDIT
I asked several times that Ares includes a very simple code for making every "buildup time" in every building different to prevent errors like this, But Graion Dilach closes all of my thread in Ares PPM forum...
I just want to ask as to why this shp doesnt work on YR?
I tried all the codes posted here and did the usual coding for a building but it doesnt appear in game. _________________ Today is the beginning of the real end. QUICK_EDIT
Depends on where the SHPs were placed. If you're using YR, then it can be in expandxxmd.mix and still appear.
If using RA2, then it must be placed in an ecachexx.mix.
Otherwise the building will be there, but just invisible. _________________ One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done.
Why does this building familiar to me? generals 2 or something? _________________ If you are a MetalHead (Heavy Metal Fan) and don't want to be a metalhead, Just remove your metal ball from your head. �:p .
QUICK_EDIT
That's where it's from. _________________ One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done.
Depends on where the SHPs were placed. If you're using YR, then it can be in expandxxmd.mix and still appear.
If using RA2, then it must be placed in an ecachexx.mix.
Otherwise the building will be there, but just invisible.
Already did that but it doesnt really appear in game but when i open my final alert editor its visible there. _________________ Today is the beginning of the real end. QUICK_EDIT
Maybe Image= isn't set correctly? Meh. I give up. A more experienced should tackle this issue.
But if youre using YR, having all SHPs in expandmd should work. Retry with ecachemd instead, see how that one works. _________________ One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done.
It doesn't matter where it is as long as it's in the directory; it doesn't need to be in a bin. I don't know why you're having an issue with it graphically, but I attached a rules file below that you can append to your own rules to test if you're using ares: [#include]?1=rules_emp.ini. First you'll want to C&P the art into an artmd.ini though. I also renamed the files to YGEMPT, YGEMPT_E, and YGEMPT_ED, since SCIPCION's interferes with the genetic mutator.
If you're not using ares, well just look at the art, you should still be able to get it to work from there.
Pardon, i don't like to bump at old topics but is it normal for the SHP to be invicible? i'm trying to mod my YR for my private fun used but i don't know if i'm correctly adding graphics to the game proferly.
when i tried to test the structure in the game, it appears invisible.
I tried many attempts like putting the files in a custom mix or the directory
and i made sure i didn't put a typo in artmd.ini and the animations in the animations list in Rulesmd.ini, i even tried to run ares but it's still invisible ingame. i even renamed everything but it's still invisible. QUICK_EDIT
I think the problem lies with which files the game ends up using.
I'm not sure what the files' names are, but from experience xGxxx.shp aren't read/used by the game.
Probably because of NewTheater=yes. (I think)
This should fixed by renaming the files to xTxxx.shp and xUxxx.shp. (if the structure's still inviso, then the theater you just tested on has nothing from the building).
Of course, xAxxx.shp is for snow.
xLxxx and xNxxx is for Lunar/NewUrban _________________ One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done.
I think the problem lies with which files the game ends up using.
I'm not sure what the files' names are, but from experience xGxxx.shp aren't read/used by the game.
Probably because of NewTheater=yes. (I think)
This should fixed by renaming the files to xTxxx.shp and xUxxx.shp. (if the structure's still inviso, then the theater you just tested on has nothing from the building).
Of course, xAxxx.shp is for snow.
xLxxx and xNxxx is for Lunar/NewUrban
So should i set NewTheater to no?
or should i copy and add theater?
I'm having bad luck adding new building graphics than from infantry and vehicles. QUICK_EDIT
I think the problem lies with which files the game ends up using.
I'm not sure what the files' names are, but from experience xGxxx.shp aren't read/used by the game.
Probably because of NewTheater=yes. (I think)
This should fixed by renaming the files to xTxxx.shp and xUxxx.shp. (if the structure's still inviso, then the theater you just tested on has nothing from the building).
Of course, xAxxx.shp is for snow.
xLxxx and xNxxx is for Lunar/NewUrban
Wrong, the G theater prefix is used and read by the game. G is for generic for NewTheater=yes and is thus used in every theater NOT listed by another SHP (NA, NT, NU, NN, etc.).
Try the rules I linked earlier in the thread, cut and paste the artmd stuff between the "Cut and Paste Into artmd.ini" and "End Cut and Paste" lines, then the rest goes in rulesmd or you can simply put:
Code:
[#Include]
1=rules_emp.ini
after cutting and pasting the artmd stuff. See here for more details. _________________ "Don't beg for things; Do it yourself or you'll never get anything." QUICK_EDIT
I think the problem lies with which files the game ends up using.
I'm not sure what the files' names are, but from experience xGxxx.shp aren't read/used by the game.
Probably because of NewTheater=yes. (I think)
This should fixed by renaming the files to xTxxx.shp and xUxxx.shp. (if the structure's still inviso, then the theater you just tested on has nothing from the building).
Of course, xAxxx.shp is for snow.
xLxxx and xNxxx is for Lunar/NewUrban
Wrong, the G theater prefix is used and read by the game. G is for generic for NewTheater=yes and is thus used in every theater NOT listed by another SHP (NA, NT, NU, NN, etc.).
That's what I thought too. Until the game said 'nope'. Don't know what went wrong. _________________ One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done.
I think the problem lies with which files the game ends up using.
I'm not sure what the files' names are, but from experience xGxxx.shp aren't read/used by the game.
Probably because of NewTheater=yes. (I think)
This should fixed by renaming the files to xTxxx.shp and xUxxx.shp. (if the structure's still inviso, then the theater you just tested on has nothing from the building).
Of course, xAxxx.shp is for snow.
xLxxx and xNxxx is for Lunar/NewUrban
Wrong, the G theater prefix is used and read by the game. G is for generic for NewTheater=yes and is thus used in every theater NOT listed by another SHP (NA, NT, NU, NN, etc.).
Try the rules I linked earlier in the thread, cut and paste the artmd stuff between the "Cut and Paste Into artmd.ini" and "End Cut and Paste" lines, then the rest goes in rulesmd or you can simply put:
Why the part of the animation when aqua color lines goes up (fires/charge frames) showed on: "With glow (only render)" not exist ingame version? QUICK_EDIT
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