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 Forum index » Modding Central » Red Alert 2 Editing Forum
How to attach half-damage animation exclusively for building
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wofulo
Vehicle Drone


Joined: 19 Feb 2021

PostPosted: Thu Oct 27, 2022 6:34 am    Post subject:  How to attach half-damage animation exclusively for building Reply with quote  Mark this post and the followings unread

I made a collapse animation for cnst and want it to be played when cnst is damaged to yellow health. Is there a way to do this? Sparky won't help because as far as I know, Sparky is using universal explosion animations.

Plus whenever I edit the shp files the SB always give me fussy blue rims around whatever thins I make. Currently I rely on recolour them manually. Can this method be improved?
I have to render like ten thousands of frames. Or maybe I'm using wrong settings all the time?


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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Thu Oct 27, 2022 7:15 am    Post subject: Reply with quote  Mark this post and the followings unread

You're blending neighbouring pixels with the blue background, that's why you get the blue outline. That's the nature of pixel art, and why good pixel art is difficult.

Also this seems to be such a subtle frame change, I have to ask why bother?
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wofulo
Vehicle Drone


Joined: 19 Feb 2021

PostPosted: Thu Oct 27, 2022 8:05 am    Post subject: Reply with quote  Mark this post and the followings unread

That's just a side product of the main project. I'm thinking that maybe I can use this method to make the game more dynamic.

I'm extending all the frames from vanilla 10fps up to whopping 60fps. So players won't need to play at 60 fps to make the game less jaggy. I almost finished the allies'.


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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Oct 27, 2022 7:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

wofulo wrote:
I made a collapse animation for cnst and want it to be played when cnst is damaged to yellow health. Is there a way to do this?

Use ActiveAnimDamaged or ActiveAnimFourDamaged if the others are already used. If the building has already 4 activeanims, bad luck.

e.g.
ActiveAnimDamaged=MyBuildingTransitionAnim ;use ZAdjust to make it play on top of the building

[MyBuildingTransitionAnim]
Start=0
End=4 ;if it's only 4 frames long
LoopCount=0 ;you don't want it to repeat
Rate=10 ;make it play very slow

This way when going over into damaged/yellow health, it will play the anim once and then simply vanish, revealing the usual 2nd damage state of the building below the anim
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wofulo
Vehicle Drone


Joined: 19 Feb 2021

PostPosted: Sat Oct 29, 2022 11:38 am    Post subject: Reply with quote  Mark this post and the followings unread

Thanks. By the way, what's the difference between "ignore color" and "make transparent"? I'm reanimateing the buildup and active animations. I had lots of glowing colors after interplorate the sequence. What I did is to make them be ignored. Because "making transparent" will cut holes on my images.

I also use ignore function to get rid of unwanted red color that is blended elsewhere after the interplorate. However I noticed that ignore too much will distort the overall color.

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