Joined: 19 Aug 2009 Location: Moscow State University
Posted: Mon Jan 04, 2016 9:41 am Post subject:
Need support for Ares 32 facing SHP
Subject description: immigrating to Ares
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? _________________ Tired of grabbing my random SHP conversions? Why not learn to create SHPs for yourself? QUICK_EDIT
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. QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Mon Jan 04, 2016 3:42 pm Post subject:
I'd assume c'n'ping that hack would either not work either would break Ares. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
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Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
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WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
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) _________________
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. _________________ QUICK_EDIT
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 _________________
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. _________________
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. QUICK_EDIT
Joined: 19 Aug 2009 Location: Moscow State University
Posted: Thu Jan 07, 2016 3:05 pm Post subject:
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" _________________ Tired of grabbing my random SHP conversions? Why not learn to create SHPs for yourself? Last edited by kenosis on Thu Jan 07, 2016 3:06 pm; edited 1 time in total QUICK_EDIT
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. _________________ "Don't beg for things; Do it yourself or you'll never get anything." QUICK_EDIT
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. _________________ QUICK_EDIT
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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