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 Forum index » Modding Central » Tiberian Sun Editing Forum » HyperPatch
Research: Animated Shapes on the Main Menu (NewMenu System)
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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Thu Jan 05, 2012 12:20 am    Post subject:   Research: Animated Shapes on the Main Menu (NewMenu System) Reply with quote

For as long as i can think, i have been trying to work this out, and today, i seemed to have cracked it!

But a interesting fact first is that the NewMenu system is a copy and cut down version of the Map Selection screen you see between campaign scenarios!

Anyhow, there are many bugs that need to be cleaned out, and a possibility of VQAnims working too, heck, maybe some fancy text effects!

So for now this is research, but its just a proven that it can be done.

Watch this video, take a look!




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SMIFFGIG
General


Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Thu Jan 05, 2012 12:23 am    Post subject: Reply with quote

wow very interesting

Makes me wish i could find that old gamestar video with the TS animated main menu!
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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Thu Jan 05, 2012 12:25 am    Post subject: Reply with quote

I just knew it, you would attach to the topic title! #Tongue

Aye, but this is a step closer to having much better looking mods, as well as making the new modern again.

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blubb
General


Joined: 31 Jul 2005

PostPosted: Thu Jan 05, 2012 12:35 am    Post subject: Reply with quote

SMIFFGIG wrote:
wow very interesting

Makes me wish i could find that old gamestar video with the TS animated main menu!


before i forget to show this to you, footage from E3 1999




6 minutes beta !
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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Thu Jan 05, 2012 10:00 am    Post subject: Reply with quote

Wow. Excellent work, Hyper. Anything like the RA2 menu would be the best, imo.

EDIT: Haha, I never noticed this before, but in the video Blubb posted, you can see the campaigns had different names than in the retail version! GDI's was apparently called "The Paradox Factor" (the last word is really blurry so I'm not entirely sure it's "Factor"), Nod's "The Great Patriotic War". I'm glad they changed them #Tongue
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Jan 05, 2012 10:17 am    Post subject: Reply with quote

Great work Hyper. Cool

@Blubbs video: at 2:38 you can see that meteors are not only flying much slower, but also deform concrete ground. Only the 2x2 parking lots aren't deformable.
The crashing orcas don't tumble and roll while falling.
Well and of course the 3 times fired ion cannon at the end which hasn't even destroyed the bridge. #Tongue

However i haven't seen any animation on the menu. Confused

@Crimsonum: looks to me like "Paradox Faciliti", facility with an "i" at the end
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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Thu Jan 05, 2012 10:38 am    Post subject: Reply with quote

Lin Kuei Ominae wrote:

@Crimsonum: looks to me like "Paradox Faciliti", facility with an "i" at the end


"Paradox Factor" is a more logical title, though.

Yeah, the meteors destroying pavement was cool. I wonder if that's possible while keeping the ability to prevent subterranean units from surfacing on it? Also, I noticed that the MCV had to face west before deploying, not south-west as it does now.
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Jan 05, 2012 12:15 pm    Post subject: Reply with quote

I'm quite sure there is an "i" at the end of the word with 3 or 4 very thin letters before like a combination of l,i and t, so factor wouldn't fit.

The mcv deploy direction and the pavement are surely bugs. The deployanimation is already done with the mcv-direction south-west.
On the pavement they surely forget or commented out "Morphable=true".

Crimsonum wrote:
I wonder if that's possible while keeping the ability to prevent subterranean units from surfacing on it?

You could test what happens if you give pavement
Morphable=true
AllowBurrowing=false
Theoretically it should work, except Morphable is only used for the TS map-editor (as the comment states) and not internally for the deforming ground effect.
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Starkku
Tiberian Beast


Joined: 28 Dec 2007
Location: Finland

PostPosted: Thu Jan 05, 2012 12:53 pm    Post subject: Reply with quote

Lin Kuei Ominae wrote:

Theoretically it should work, except Morphable is only used for the TS map-editor (as the comment states) and not internally for the deforming ground effect.


WRONG.

Morphable actually DOES tell the game whether or not it should allow Deform on said terrain, and whether or not to allow spawning of craters and burn smudges, along with the map editor purposes. I think only non-flat tiles like slopes are exception to this, atleast it's impossible to spawn craters & smudges on those even if Morphable is set to 'yes/true' from what I can recall. And yes, I did test this to be sure before I posted this.

Never take WW's comments for absolute truth, half of the time they're bullshit.
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Jan 05, 2012 3:43 pm    Post subject: Reply with quote

Starkku wrote:
Never take WW's comments for absolute truth, half of the time they're bullshit.

I don't do this. But when i can't test things, these are the first reference and information i use to get a hint on a keys purpose. Wink
That's why i also said that it should "theoretically work".

Smudges on slopes might actually work, but are not shown due to the render engine. Because smudges and scorch marks are set to be at the lowest ground render layer and slopes go actually a bit upwards, the slope itself might hide the smudge under it.
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X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant unit, 1 Scrin unit, 1 GDI building

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Thu Jan 05, 2012 3:48 pm    Post subject: Reply with quote

Lin Kuei Ominae wrote:
Because smudges and scorch marks are set to be at the lowest ground render layer and slopes go actually a bit upwards, the slope itself might hide the smudge under it.


Two of the last scorch marks/craters are 2x2, so if one was to spawn on a southern slope, it should be partially visible. This never happens, so I believe smudges cannot spawn on slopes alltogether.
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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Thu Jan 05, 2012 8:46 pm    Post subject: Reply with quote

The Paradox Facility... Chronosphere? #Tongue

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Thu Jan 05, 2012 9:51 pm    Post subject: Reply with quote

Orac wrote:
The Paradox Facility... Chronosphere? #Tongue


It makes no sense to name an entire campaign after a single structure/complex. Confused Are you sure your mind isn't playing on you, Lin? As far as I can see, the word there is much shorter than the word "Facility", and it doesn't have the bottom dash of the "y" at the end. I doubt they would leave it misspelled either.
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Allen
Stealth Laser Trooper


Joined: 13 Feb 2007
Location: C:\Westwood\ TechLevel=12

PostPosted: Thu Jan 05, 2012 9:53 pm    Post subject: Reply with quote

Orac wrote:
The Paradox Facility... Chronosphere? #Tongue


Yes it is hents the name [PDOX] in RA-1.
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Volgin
Commander


Joined: 07 Mar 2009

PostPosted: Thu Jan 05, 2012 9:57 pm    Post subject: Reply with quote

Kane is dead in TD, but is alive. His existence is a paradox to what is shown in TD and he is a factor... paradox factor.
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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Thu Jan 05, 2012 10:59 pm    Post subject: Reply with quote

Extreme off topic discussion going on here...

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Exley
Cyborg Commando


Joined: 09 May 2011
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PostPosted: Thu Jan 12, 2012 4:22 am    Post subject: Reply with quote

this reminds me on 1 picture I saw
can't remember if its in some MIX file or some website that had alpha screenies of TS

it has/had main screen and GDI logo on bottom left, and NOD logo on bottom right

both seem to be spinning as they were shown "not flat" but half spinned
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though you can add a spawn animation with veins it will give you some weird ... stuff
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