Terrain animations are possible, but it would likely lag the game a lot on slower machines...
I know that in Tiberian Sun animating tiberium would cause the game to get desynchronized while playing online, so it'd likely be the same with animated water/shores. Maybe if there's a way to tell the game the water animations don't need to be synchronized between players, there wouldn't be a problem... Although I wouldn't know how. Possibly "Normalized=no" does this? _________________ QUICK_EDIT
I'm pretty sure the terrain control files don't use any art tags. My knowledge on terrain is a bit shaky I know but I'm pretty sure Normalized is just for animated objects in art.ini. QUICK_EDIT
yep, animated terrain and animated tiberium are something different.
Animated tiberium uses CellAnim which most probably cause the Sync-problem, as it is a rules.ini key and most of the rules.ini stuff needs to be synchronized.
Animated Terrain uses a special key in temperate.ini to assign a certain art.ini anim to this terrain piece. Since waterfalls work perfectly fine and you can even place hundreds of waterfalls on a map without any lag on MP, i'm pretty sure you can do animated terrain too. _________________ SHP Artist of Twisted Insurrection: Nod buildings
YeeeeeeeeeeeeeeeeeeeeHawwww! I finally created animated water, though the offset and zadjust needs to be tweaked, going to go fiddle with it now, will have some results later and post code so others can enjoy making animated water too. Last edited by crevio on Thu Aug 27, 2009 8:59 pm; edited 2 times in total QUICK_EDIT
I'm trying to get my animated water more translucent, are there any other settings besides Translucency= 25,50, or 75. Would like it to be near invisible yet still see the anim motion on the water. Heres my code for art. Dont mind the code its like that for testing purposes, and to find the best results with the least amount of lag. Someone said animated terrain dont lag the game, but ohhhh yes it does!
Yeah from all my testing, unless you have a very high end computer the Translucency= tag is bad news. Oh well I guess untill I can afford a new motherboard for my laptop (350.00 frickin dollars) I'm stuck with this old P4 comp. QUICK_EDIT
I disagree, my Dell QuadCore, 4GB ram, with NVidia graphic's laptop had hardly any problems at all with any type of anim whether it had translucency or not. QUICK_EDIT
Lies, dell manufactures nothing but cases. They buy all the innards from other companies. _________________ Yes, work on MV continues. It is not forgotten. QUICK_EDIT
@Lt, for one please dont call me a liar, and 2 what are you talking about? It's a frickin Dell with a quad core processor, Oh I'm sorry I forgot to mention the word "Intel" ...jesus christ! QUICK_EDIT
Well I do and it sitll lags as much as the last computer.
Stands to reason though. YR is a single core game and will only use a single core so having multiple doesn't do any good. I have a C2D and I need the ddraw.dll otherwise I get some slowdowns too. QUICK_EDIT
Without Ares telling it to, not really. The best is to disable DirectDraw or disable the back buffer. Why the latter works is quite beyond me. QUICK_EDIT
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