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Can Ares bring back the removed Chrono-beam
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NucleiSplitter
Laser Commando


Also Known As: martx
Joined: 28 Oct 2016
Location: PH

PostPosted: Mon Apr 10, 2017 4:37 am    Post subject:  Can Ares bring back the removed Chrono-beam
Subject description: So, is it possible to bring back the Chrono-beam?
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As the description says. So, is it possible with Ares or no?
Some guy already did the palette conversion, because it was in the TS anim palette, the anim is still in the mixes.  Smile

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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Mon Apr 10, 2017 6:02 am    Post subject: Reply with quote  Mark this post and the followings unread

In what way exactly? I'm not extremely familiar with it, being removed and all. What exactly is it supposed to do?

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NucleiSplitter
Laser Commando


Also Known As: martx
Joined: 28 Oct 2016
Location: PH

PostPosted: Mon Apr 10, 2017 6:26 am    Post subject: Reply with quote  Mark this post and the followings unread

Well, it was supposed to be a beam, shot up into the sky when you have created a chrono-warp (when you put units in that chrono dome thing), it was removed by Westwood when they found out it was in the TS anim pal (Geez, they were too damn lazy, no wonder why their vxls and some of their shps were crap)

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Mon Apr 10, 2017 10:53 am    Post subject: Reply with quote  Mark this post and the followings unread

Off the top of my head you can try...

Make the chrono beam as the main anim then use Next= to make the chrono dome play after it (use SW.Deferment= to get the timing right).

You can try using Dominator.FirstAnim= and Dominator.SecondAnim=, not sure if they will work with the chrono sphere tho.

I cant remember if it's possible to make two anims play by attaching a warhead to the first anim & then an second anim to the warhead. It might work but in the back on my mind I'm thinking not.

Lastly you can manually merge the beam & dome anims in Photoshop/Gimp.

BTW They didn't remove it because it was in the TS pal, they decided to removed it before they switched from the TS pals in the alpha version to RA2 pals we ended up with.

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NucleiSplitter
Laser Commando


Also Known As: martx
Joined: 28 Oct 2016
Location: PH

PostPosted: Mon Apr 10, 2017 1:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

Then came the out the STUPID (maybe just for me) messy RA2 Anim palette!!  Mad , Damn it WW!! The TS Anim palette was better organized than the RA2 one!! I always wonder why WW made stupid decisions for their games (but ended up as the base for Ares code, and Ares ended up becoming the main base of modifications, but seriously!! Did they use horrible voxellizers programmed by them to turn their 3d models to voxels!? It's horrible!! And that shows why Ares was born, to fix WW 2D engine faulty code stupidity left by the WW Programmers!!  #Mad )

Well, thanks anyway Sir. Miggy!  Very Happy

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4StarGeneral
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Location: Limbo

PostPosted: Mon Apr 10, 2017 2:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

I would definitely say the Next= tag way is the best looking, otherwise you're going to get some undesirable stacking of animations where sometimes the wrong animation will be behind the other.

It's really not faulty code as the palette limitations are the same in TS, but TS is just a darker game, therefore less need for extreme color differences. As much as I don't care for voxels either, it was a pretty decent choice by them so they could keep the game as small as they could and keep minimum pc specs low. Same reason the game is coded in ASM. I'll agree that they were too lazy to organize the anim palette, but as far as we've heard from one of the programmers, it was a rushed environment thanks to Electronic Arts.

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