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Building in Wrong Theater ?
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adamstrange
Chem Warrior


Joined: 07 Mar 2013

PostPosted: Thu Dec 19, 2024 3:36 pm    Post subject:  Building in Wrong Theater ? Reply with quote  Mark this post and the followings unread

I added this building and used the code that it came with, but when the game starts, the snow version shows up.

When in the rules, the code reads like in IMAGE 1 [EASHOCK] Image=EASHOCK, the building will be snow.

If I switch the name in the rules like in IMAGE 2 [EASHOCK] Image=EGSHOCK. the building will show up correctly but it will not have the blue animation like in the link.
https://ppmforums.com/topic-46759/cnpnew-allied-buildings-set/

Also the electrical animation looks nothing like what you see in the link.

And if I switch the code to read like this [EGSHOCK] Image=EGSHOCK, the building will not be in the snow theater but it will not have the animation and it will be cut in half.

THIS IS THE  ORIGINAL ARTI CODE INCLUDED IN THE DOWNLOAD

[EASHOCK]
Palette=EAPAL2

Remapable=yes
Normalized=yes
CameoPCX=icon_build_eashock.pcx
Height=4
Foundation=4x4
Buildup=EASHOCKMK
DemandLoadBuildup=true
FreeBuildup=true
NewTheater=yes

SuperAnim=EASHOCK_A
SuperAnimDamaged=EASHOCK_AD
SuperAnimZAdjust=-100
;ActiveAnimYSort=543
SuperAnimPowered=no
SuperAnimPoweredLight=yes
SuperAnimPoweredEffect=yes

SuperAnimTwo=EASHOCK_G_Start
SuperAnimTwoDamaged=EASHOCK_G_StartD
SuperAnimTwoZAdjust=-100
SuperAnimTwoYSort=543
SuperAnimTwoPowered=no
SuperAnimTwoPoweredLight=yes
SuperAnimTwoPoweredEffect=yes

SuperAnimThree=EASHOCK_G
SuperAnimThreeDamaged=EASHOCK_GD
SuperAnimThreeZAdjust=-100
SuperAnimThreeYSort=543
SuperAnimThreePowered=no
SuperAnimThreePoweredLight=yes
SuperAnimThreePoweredEffect=yes

SuperAnimFour=EASHOCK_G_Start
SuperAnimFourDamaged=EASHOCK_G_StartD
SuperAnimFourZAdjust=-100
SuperAnimFourYSort=543
SuperAnimFourPowered=no
SuperAnimFourPoweredLight=yes
SuperAnimFourPoweredEffect=yes

DamageFireOffset0=-70,44
DamageFireOffset1=-10,34
DamageFireOffset2=50,-10
DamageFireOffset3=-21,87

CanBeHidden=False
OccupyHeight=1
RemoveOccupy1=1,-1
RemoveOccupy2=0,-2
RemoveOccupy3=-1,-2
RemoveOccupy4=-2,-2
RemoveOccupy5=-2,-1
RemoveOccupy6=-2,0
RemoveOccupy7=-1,1

[EASHOCK_A]
Shadow=no
Normalized=yes
UseNormalLight=yes
;Translucent=yes
;Translucency=25
LoopCount=-1
Rate=250
Layer=ground
NewTheater=yes

[EASHOCK_AD]
Shadow=no
Normalized=yes
UseNormalLight=yes
;Translucent=yes
;Translucency=25
LoopCount=-1
Rate=250
Layer=ground
NewTheater=yes

[EASHOCK_G]
Shadow=no
Normalized=yes
UseNormalLight=yes
;Translucent=yes
;Translucency=25
LoopCount=-1
Rate=420
Layer=ground
NewTheater=yes

[EASHOCK_GD]
Shadow=no
Normalized=yes
UseNormalLight=yes
;Translucent=yes
;Translucency=25
LoopCount=-1
Rate=420
Layer=ground
NewTheater=yes

[EASHOCK_G_Start]
Image=EASHOCK_A
Shadow=no
Normalized=yes
UseNormalLight=yes
;Translucent=yes
;Translucency=25
LoopCount=6
Rate=900
Layer=ground
NewTheater=yes

[EASHOCK_G_StartD]
Image=EASHOCK_AD
Shadow=no
Normalized=yes
UseNormalLight=yes
;Translucent=yes
;Translucency=25
LoopCount=6
Rate=900
Layer=ground
NewTheater=yes

Since it didn't come with the rules I used the allied tech center's code and just gave the building a different name.

; Advanced Science Lab
[EASHOCK]
UIName=Name:Advanced Science Lab
Name=Advanced Science Lab
Image=EASHOCK
BuildCat=Tech
Prerequisite=GACNST;GAWEAP,GATECH
Strength=1500
Armor=concrete
TechLevel=8
Adjacent=2
Sight=6
Owner=British,French,Germans
AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil
Cost=3,700
Points=85
Power=150
Capturable=true
Crewed=yes
Explode=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6SM,DBRS10LG,DBRIS3SM,DBRIS4SM,DBRIS5SM,DBRIS6S
DeathWeapon=ConBuildingExplosion
MaxDebris=80
;MinDebris=6
ThreatPosed=0 ; This value MUST be 0 for all building addons
DamageParticleSystems=LGSparkSys,FireStreamSys,TestSmokeSys,BigGreySmokeSys
DamageSmokeOffset=1500, 1055, 815
AIBuildThis=yes
TogglePower=no
Spyable=yes
ProtectWithWall=yes
ImmuneToPsionics=no ; defaults to yes for buildings, no for others
DieSound=BaseStructureDie
EligibileForAllyBuilding=yes
PoweredSpecial=yes
BuildupTime=.23
SellTime=.23



IMAGE 1.png
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 Viewed:  368 Time(s)

IMAGE 1.png



IMAGE 2.png
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 Viewed:  368 Time(s)

IMAGE 2.png



IMAGE 3.png
 Description:
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 Viewed:  368 Time(s)

IMAGE 3.png



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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Thu Dec 19, 2024 4:44 pm    Post subject: Reply with quote  Mark this post and the followings unread


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adamstrange
Chem Warrior


Joined: 07 Mar 2013

PostPosted: Thu Dec 19, 2024 7:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

I set it to NewTheater=no, still builds the snow version and without the animation.
I added EGSHOCK to the building list and nothing, still builds the snow version and without the animation.

I added this to the animation list and it still does not work.

1197=EGSHOCK_A
1198=EGSHOCK_AD
1199=EGSHOCK_G
1200=EGSHOCK_GD
1201=EASHOCKMK
1202=EGSHOCKMK

Went to the MODENC to read up on Theaters and I don't understand any of it. I understand that the game looks for the second letter for the theater but after reading it a few times it might as well been written in an ancient language.

Not sure if these buildings only work in Ares but I know that the download contains 2 palettes folders and there is another building in the pack that I cannot use because it requires a palete called eapal1.

I thought this building also needed this and when I added it to the MIX file the game refuses to load.
Remove it and the game starts.

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Thu Dec 19, 2024 9:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

Without theater flags in art it assumes it's the same file for all theaters, the old way (Theater=yes) is to make unique extensions (.urb) for each theater, the new way is to change the second letter of the filename. Adam how are you so behind in all this? This is foundational knowledge to modding.

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adamstrange
Chem Warrior


Joined: 07 Mar 2013

PostPosted: Fri Dec 20, 2024 4:46 am    Post subject: Reply with quote  Mark this post and the followings unread

I have some sort of learning/memory diability GE.
I don't know what it is but there are things I just cannot understand or it takes me years upon years for it to finally make sence.

Thats why its only now that I can make my own very basic maps but it took me almost 20 years before I learned to use the editor until someone on youtube made a detailed video on how to do it.

Meanwhile modding Generals was easier for me as well as building my own spaceships and modding Homeworld 2 was very easy.

But in HW2 there was a modder that used a 3D program to cut the ships into pieces and I had a non 3D program to reassemble them into anything that I wanted.

This game is much, much harder for me.

Also in those communities, units that I downloaded came with all the working codes used to get the units into the game so certain thing were earsier for me to understand when reading the included codes.

I have one of DaFool's unit pack that will never be used because there were no codes included with it.
Quote:

the new way is to change the second letter of the filename.

Yes I remember that you told me that A is for Artic and G is for generic.

So why is it that buildings that I have gotten into the game have the same type of codes but this one's included art code does not work in the same manner ?

Do you see what wrong with the included code ?
There were no included rules except for this


;Rules

BuildupTime=.23;²¦Æðʱ¼ä
SellTime=.23;±äÂôʱ¼ät

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Fri Dec 20, 2024 7:15 am    Post subject: Reply with quote  Mark this post and the followings unread

If you have the A and G artm the use NewTheater=yes in the art entry for it.

When naming the building you should also follow the Westwood convention of Cxxxxx for civilian/neutral owned, Gxxxxx for allied and Nxxxxx for soviet. It will avoid accidental naming conflicts, and indicate who it belongs to without looking.

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adamstrange
Chem Warrior


Joined: 07 Mar 2013

PostPosted: Fri Dec 20, 2024 12:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

I will make other shp files of this building like I did with my custom warehouse and let you know the results.

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Fri Dec 20, 2024 7:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

The fastest path to making buildings work is to make your building shp and then make copies for each theather, you can fix the snow art later. A lot of modders don't even bother making rubble or snow frames, either because they are lazy or think it's too hard, so you wouldn't be the odd man out...

But you have to get the basics of naming and art codes correct.

PS. ImageShaper has FLH tools that will let you easily create muzzle flash and damage fire locations.

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adamstrange
Chem Warrior


Joined: 07 Mar 2013

PostPosted: Sat Dec 21, 2024 11:54 am    Post subject: Reply with quote  Mark this post and the followings unread

Hey GE I just remembered that when I started modding I put all my SHP files are in a file that I created called EXPANDMD50.MIX and all my VXL are in another called ECACHEMD75.MIX

Is this the correct mix files where they should be ?

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Sat Dec 21, 2024 3:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yes that's fine.

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Overmind
Rocket Cyborg


Joined: 05 May 2022

PostPosted: Mon Dec 23, 2024 6:29 am    Post subject: Reply with quote  Mark this post and the followings unread

It's fine, I just use them with consecutive numbers to makes thigs easier. like 50, 51, 52, etc.

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