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Possible mix trouble
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Morpher
General


Joined: 28 Jan 2005

PostPosted: Sat Aug 06, 2005 2:14 am    Post subject:  Possible mix trouble Reply with quote  Mark this post and the followings unread

Ok.I made an ecache02.mix and have so far stored cameos,buildings and all my units ( shp )/infantry in it.It was working perfectly util I added a GAP generator image.I thought I miss coded something but nothing was wrong.I then tryed to add the turret which is named GUN.shp.After several attempts the 2 buildings or their build up animations and in the turrets case its turret refused to show up.I thought GUN.shp could be used in other files so I made a clone image called SGUN.shp and placed S infront of its build up and turret.I tried again and the same problem occured.I narrowed it down to it not being an art or rules.ini problem but thought it was perhaps the shps.They were all perfectly fine,no problems with them at all.I then began wondering if it was possible to perhaps fill up an mix file.So I made ecache04.mix and placed the shps in there.Yet again they did not show up.All the art and rules codes were perfect.I even tryed replacing an existing building with their image.I then added 2 infantry units to the mix and they worked fine,I was even more confused.However in finalsun the gap generator image appeared fine,and I assume the turret would to.I have no idea what is the matter so please help me out.


EDIT: Convieniently my FS is crashing every time I load something now

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j4m3sb0nd
Commander


Joined: 10 Nov 2004

PostPosted: Sat Aug 06, 2005 2:18 am    Post subject: Reply with quote  Mark this post and the followings unread

Hmm sounds confusing, but for a shp turret, i would have a look at the component tower & their addons; as that would most likely be as closest as too seeing if your building is any different, seeing as you want it to have shp based turret. Wink Besides from that, its a little confusing. Wink

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Durrandi
Cyborg Firebomber


Joined: 24 May 2005
Location: Memphis, Tennesee; USA

PostPosted: Sat Aug 06, 2005 2:19 am    Post subject: Reply with quote  Mark this post and the followings unread

It's probably EA's fault not yours.
It could be it's harcoded not to use a gap generator.
It could be that there is something wrong with the mix itself because mix editor is know to have bugs.

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Morpher
General


Joined: 28 Jan 2005

PostPosted: Sat Aug 06, 2005 2:21 am    Post subject: Reply with quote  Mark this post and the followings unread

Its not an actual gap generator just the image.It was gap.shp.However the gun turret should show up fine,I made several versions and tryed them in all mixes.Expand-Ecache and then numerous numbers.I know sometimes the shps get corrupted but they were fine.And they were saved.

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John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Sat Aug 06, 2005 5:21 am    Post subject: Reply with quote  Mark this post and the followings unread

The structure filename's first and second letters are important.

The first letter can be only G/N/C.
The second letter can be only T/S/G:
If a building art.ini entry has NewTheater=no, the game will read the G (Generic) version all the time.
If it has NewTheater=yes, it will read the T (Temperate) version for Temperate maps, S (Snow) for Snow maps, and fallback to G (Generic) version when it can't find the version it wants.

So, if your gun turret is named, say, GAGUN in art,
Code:
[GAGUN]
NewTheater=yes

would make the game look for gtgun.shp on temperate maps, gagun.shp on snow maps, and gggun.shp if either one is missing.
Code:
[GAGUN]
NewTheater=no

would make it read only gggun.shp all the time.

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Morpher
General


Joined: 28 Jan 2005

PostPosted: Sat Aug 06, 2005 2:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well I have about 6 other buildings,some of them are like this [TSLA],[POWR],[AFLD],and they seem to be fine.Also all my buildings have newtheater=no and they show up ok on snow terrain levels.

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John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Sat Aug 06, 2005 3:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

That's ... weird. Have you tried renaming the troubling shp to match the scheme I gave?

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Morpher
General


Joined: 28 Jan 2005

PostPosted: Sat Aug 06, 2005 3:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

I will try it momentarily but that still does not explain my buildup problem as with most my other shps/buildings they have buildups like;

POWRMAKE
BARRMAKE
TENTMAKE

They work fine for me and for the person who tested them. ( J4m3sB0nd )
etc.

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