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NAWEAP blinking lights fix (includes damage version)
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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Wed Mar 15, 2023 2:03 am    Post subject:  NAWEAP blinking lights fix (includes damage version) Reply with quote  Mark this post and the followings unread

Instructions included.



G-E's_NAWEAP_animation-fix.rar
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 Filename:  G-E's_NAWEAP_animation-fix.rar
 Filesize:  2.16 KB
 Downloaded:  147 Time(s)


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McPwny
Cyborg Artillery


Joined: 29 Jan 2018

PostPosted: Thu Mar 16, 2023 11:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

show toes ingame anim

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Fri Mar 17, 2023 1:18 am    Post subject: Reply with quote  Mark this post and the followings unread

Install it.



canvas.png
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 Filesize:  459.51 KB
 Viewed:  3792 Time(s)

canvas.png



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McPwny
Cyborg Artillery


Joined: 29 Jan 2018

PostPosted: Fri Mar 17, 2023 2:27 am    Post subject: Reply with quote  Mark this post and the followings unread


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GREEN
Light Infantry


Joined: 26 Dec 2016

PostPosted: Sat Mar 25, 2023 9:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

post gif

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sun Mar 26, 2023 5:25 am    Post subject: Reply with quote  Mark this post and the followings unread

Took all of about 10min to make, ya'll be to lazy...

For those that dont know/remember the Soviet War Factory didnt have an animation for the the lights when the building was damaged. This download fixes that & also adds an edited version of the normal lights too.



naweap damaged.gif
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 Viewed:  3466 Time(s)

naweap damaged.gif



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McPwny
Cyborg Artillery


Joined: 29 Jan 2018

PostPosted: Sun Mar 26, 2023 10:00 am    Post subject: Reply with quote  Mark this post and the followings unread

<3

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Andrew84
Vehicle Drone


Joined: 20 Dec 2020

PostPosted: Thu Sep 14, 2023 3:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

i checked. This doesnt work.
The game continues to use the ngweap_a.shp file despite changes to art.ini.
Simply substituting the ngweap_a.shp file gives results. At the same time, I was unable to get the animation of the damaged building to work. The ngweap_a.shp animation continues to be applied to the damaged building. In addition, the author of the new animation used regular colors, and the animation fades at night.
Perhaps someone can figure this out. This is one of the few cases where replacing the animation with non-fading colors will be identical and look good at night.

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Fri Sep 15, 2023 2:43 am    Post subject: Reply with quote  Mark this post and the followings unread

Did you follow what the txt file describes?

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Andrew84
Vehicle Drone


Joined: 20 Dec 2020

PostPosted: Fri Sep 15, 2023 12:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yes

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Fri Sep 15, 2023 2:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

Your comment about non-fading colours doesn't make sense, the whole point of UseNormalLight is to make them show full brightness even on dark maps.

So I have to assume you're doing something wrong, editing the wrong ini, not adding the anims to the right mix, something...

They are explicitly named something else so that there's no naming conflict whereby the old anim should load by accident.

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Andrew84
Vehicle Drone


Joined: 20 Dec 2020

PostPosted: Fri Sep 15, 2023 3:58 pm    Post subject: Reply with quote  Mark this post and the followings unread


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Andrew84
Vehicle Drone


Joined: 20 Dec 2020

PostPosted: Fri Sep 15, 2023 4:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

I checked. It works in vanilla. But why it doesnt with cncnet?

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Fri Sep 15, 2023 9:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

Andrew84 wrote:
https://github.com/Phobos-developers/Phobos/issues/1154

As I understand that bug only occurs with specific map scripting, so if you tried a vanilla map you wouldn't encounter it.

I don't know enough about CNCNet to guess what you might be doing wrong.

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Andrew84
Vehicle Drone


Joined: 20 Dec 2020

PostPosted: Fri Sep 15, 2023 10:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

When you change the tint on any map, your animation will also change the tint and brightness. It will not glow at night. You should change the color of the lamp to yellow, one of the non-darkening colors. Then this animation will be universal.

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Andrew84
Vehicle Drone


Joined: 20 Dec 2020

PostPosted: Fri Sep 15, 2023 10:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

In general, it would be correct to use this animation only for ProductionAnim. This is how it should be.

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Sat Sep 16, 2023 2:19 am    Post subject: Reply with quote  Mark this post and the followings unread

The art code is based on the original, I didn't see a need to change it.

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