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 Forum index » Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
Need support for Ares 32 facing SHP
Moderators: Ares Support Team at PPM, Global Moderators, Red Alert 2 Moderators
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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Mon Jan 04, 2016 9:41 am    Post subject:  Need support for Ares 32 facing SHP
Subject description: immigrating to Ares
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Since initial payload is much more playable than most NP features, EASB Hour is immigrating to Ares. But there is one problem. We used the old format 32 facing shp vehicles which start at 33.75°, but Ares requires to start at 0. So is there any faster way to solve this SHP problem or just accept that pain, remaking them all?
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mevitar
Cyborg Firebomber


Joined: 31 Dec 2010

PostPosted: Mon Jan 04, 2016 2:19 pm    Post subject: Reply with quote

Nope, no easy way to do it. You'll have to render and convert the files again.
Or you can export the shp to images, change the order of the frames, use batch rename and import it again. But there's no way to do it by adding a simple line of code.

BTW, Ares doesn't change anything here. RA2 and YR both have vehicle SHPs start from 0, and it was expanded for 16 and 32 facings. It's NPatch that changed it for some reason.

...Actually, you could try copying this change from NPatch to a custom exe of yours, and force people to run your mod with it from now on. Don't know how much you need to change for that, though, or whether it will affect Ares.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyörgy, Hungary

PostPosted: Mon Jan 04, 2016 3:42 pm    Post subject: Reply with quote

I'd assume c'n'ping that hack would either not work either would break Ares.
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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Mon Jan 04, 2016 8:05 pm    Post subject: Reply with quote

Any hope I can ask for a custom Ares that changes starting angle to 33.75? Very Happy
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AlexB
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Joined: 31 May 2010
Location: Germany

PostPosted: Tue Jan 05, 2016 12:24 am    Post subject: Reply with quote

I think Ares does it right, so whatever number of frames a unit has, it will always start with the one frame facing north.

A (global) tag could help here, though I'm not sure how interesting this would be.
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kenosis
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Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Tue Jan 05, 2016 9:24 am    Post subject: Reply with quote

Never said Ares has something wrong. But remaking all SHPs will be a great pain both for me and SHP Builder.

BTW. Ares emp can't get the black effect on SHP units.
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MasterHaosis
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Joined: 01 Nov 2010

PostPosted: Tue Jan 05, 2016 1:36 pm    Post subject: Reply with quote

Oh Yeah. Black effect would be great.
I wonder why can't it be done since tinting both voxels and shps are possible (chaos gas effect makes all affected units red, regardless of SHP or VXL)
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AlexB
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Joined: 31 May 2010
Location: Germany

PostPosted: Tue Jan 05, 2016 9:06 pm    Post subject: Reply with quote

kenosis: It wasn't meant as an offense.

MasterHaosis: The default case is that things don't work, and people have to code something to make it work. It's not like I added code there to prevent tinting in case of EMP.
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Isaac_The_Madd
AA Infantry


Joined: 16 Jul 2015

PostPosted: Tue Jan 05, 2016 9:18 pm    Post subject: Reply with quote

I think this calls for a mass frame readjustment tool for SHPs, well that is what would be needed in this case.

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MasterHaosis
Commander


Joined: 01 Nov 2010

PostPosted: Wed Jan 06, 2016 8:07 pm    Post subject: Reply with quote

AlexB wrote:
MasterHaosis: The default case is that things don't work, and people have to code something to make it work. It's not like I added code there to prevent tinting in case of EMP.

I never said that you did. WW did not code it.
I just meant that its not something which is impossible to do, since tinting SHPs in another way is possible, in case of chaos gas effects. Logically, chaos tint was coded in YR, EMP is leftover from TS, but also in YR they introduced tinting of robot tanks when offline. I really do not remember what happens in TS when unit is disabled via EMP, perhaps it does not tint, just got spark effects. Cyborgs as well
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RP
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Joined: 12 Jul 2012
Location: Mapping God Heaven

PostPosted: Wed Jan 06, 2016 8:19 pm    Post subject: Reply with quote

MasterHaosis wrote:
in YR they introduced tinting of robot tanks when offline. I really do not remember what happens in TS when unit is disabled via EMP, perhaps it does not tint, just got spark effects.


Those are voxels. IIRC they 'play' the particle effect that is used for repairing vehicles.
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Josh Is 25% Larger
Vehicle Drone


Joined: 17 Apr 2013

PostPosted: Thu Jan 07, 2016 10:18 am    Post subject: Reply with quote

You could create a simple program or script which renames the files exported from SHP builder. So it's basically export -> run script -> import. Fast and easy.

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Josh Is 25% Larger
Vehicle Drone


Joined: 17 Apr 2013

PostPosted: Thu Jan 07, 2016 10:19 am    Post subject: Reply with quote

Isaac_The_Madd wrote:
I think this calls for a mass frame readjustment tool for SHPs, well that is what would be needed in this case.

There are loads of good stuff that could have been added to SHP Builder but Banshee doesn't care about this programs.

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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Thu Jan 07, 2016 3:05 pm    Post subject: Reply with quote

Such a script is in use for about 2 years. But do you even know how much time SHP Builder will take to import some 4800 frames? And for someone's sake, it doesn't give me "not enough memory"
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Last edited by kenosis on Thu Jan 07, 2016 3:06 pm; edited 1 time in total

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4StarGeneral
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Joined: 14 Sep 2006
Location: Constant Flux

PostPosted: Thu Jan 07, 2016 3:06 pm    Post subject: Reply with quote

I don't know what your beef with Banshee is, he works hard enough on everything, but you don't need to have that as the only reason you ever post. Take your bashing elsewhere as it's hardly on topic.
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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Fri Jan 08, 2016 9:15 pm    Post subject: Reply with quote

I can't imagine this being implemented because it's not a bug fix or extension of existing logics.

Just because NPatch had features to work one way doesn't mean Ares should provide this "support" as completely separate projects.

Also in regards to the dimming and colour effects, just  because one feature has it, doesn't make it a simple copy and paste job.

In the perfect world, warheads could custom tint voxels and shps or even buildings but I won't expect this to be a high priority.
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kenosis
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Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Sun Jan 10, 2016 9:18 am    Post subject: Reply with quote

seems there is a problem with initial payload, passengers' FLH is used, not the transport's AlterFLH*

And, if cellspread max effect =1 added to a warhead without cellspread, it can't hit moving target
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RehteA
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Joined: 16 Oct 2013

PostPosted: Sun Jan 10, 2016 2:09 pm    Post subject: Reply with quote

kenosis wrote:
seems there is a problem with initial payload, passengers' FLH is used, not the transport's AlterFLH*


If passenger is vehicle type, its FLH is used.
It seems only infantry passenger use AlterFLH.

Actually, it's not a problem for me since the turret effect is kept.
It may even get very good effects.
Of course,it's better if AlterFLH and FLH are used together.


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kenosis
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Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Sun Jan 10, 2016 6:02 pm    Post subject: Reply with quote

really. Can be used to create all kinds of spinning.


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