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 Forum index » Modding Central » Red Alert 2 Editing Forum
Shp drawing on cell
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RP
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Joined: 12 Jul 2012
Location: Mapping God Heaven

PostPosted: Sun Jul 19, 2020 7:45 pm    Post subject:  Shp drawing on cell Reply with quote

How does one correctly draw a tree on a cell?
Like TREE01.urb frame#1 has x=61, y=1, width=33, height=78
And SIGN01.urb frame#1 has x=72, y=40, width=9, height=40

I am comparing it to FA2, but it does not appear that I can get them aligned properly.
What offset from the cell is to be used? Top-left, center etc.?
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G-E
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Joined: 09 Feb 2015

PostPosted: Sun Jul 19, 2020 9:21 pm    Post subject: Reply with quote

I believe the center of the .shp to the center of the cell ie. 128x128 leptons from the top corner.
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RP
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Joined: 12 Jul 2012
Location: Mapping God Heaven

PostPosted: Mon Jul 20, 2020 2:34 pm    Post subject: Reply with quote

Heh, that's simple. I had to ignore the x-y in the header, this looks okay.
Thanks.

EDIT:
I see that in-game, the objects are displayed at a different position.
Though minor, I can see that the tibtree is position perfectly in the red tile.
The other trees and sign post also seem to move a tiny bit further down, but not as far as the tibtree.


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PostPosted: Wed Jul 22, 2020 12:16 am    Post subject: Reply with quote

There are sometimes reasons for this, like the yield sign is meant to be on the dirtroad tiles, and moving it up slightly puts it off the asphalt. In cases like the Tib tree, it's in a giant field and might be a visual trick to make it seem like it's sitting higher on a mound.

The normal trees are all wonky/inconsistent to begin with, many of them still have TS shadow directions.
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XxpeddyxX
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PostPosted: Wed Jul 22, 2020 2:07 am    Post subject: Reply with quote

I've always thought that it depends on the center point of the shp itself which supposedly starts at the very top of a cell at 0,0. Same applies to how animations are drawn. I use shp builder to get an idea:


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RP
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PostPosted: Wed Jul 22, 2020 2:27 pm    Post subject: Reply with quote

Starting to draw at the top of the cell (30,0) makes the ore drill look good.
However, the trees are rendered too far down. They do look good when drawing from cell center (30, 15).

Could this be a side effect of SpawnsTiberium making it use a different palette (unitpal instead of isopal)?

That would mean that palette is related to how an object is drawn on screen.


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PostPosted: Wed Jul 22, 2020 7:00 pm    Post subject: Reply with quote

More likely it's an exception for Tib trees, it is possibly related to the IsAnimated since they're the only ones that have it.
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