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Finally get rid of this insane buildup animation!
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kenosis
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Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Sun Oct 12, 2014 7:34 pm    Post subject:  Finally get rid of this insane buildup animation! Reply with quote  Mark this post and the followings unread

this animation is so complex........



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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Sun Oct 12, 2014 7:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

Looks weird, because the end product barely appears in the build-up animation. Like all you see is some weird holographic stuff happening and the building just fades in on the last few frames. I would at least expect a kind of holographic wireframe of the building prior to the materialization.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Oct 12, 2014 8:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

It looks too solid for something like an energy based force field. So imo it should be transparent. A shadow would also help to give a better depth perception.
It also looks off placed and should be lower by a few pixel, so the building is in the center of the sphere (though could be also the Pylon that isn't centered right).

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kenosis
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Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Sun Oct 12, 2014 8:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

of course it needs improving. But question: How to get rid of the black edges converting it into SHP, and how to make buildup animation transparent?

Location problem can be fixed without effort.

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Starkku
Cyborg Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Sun Oct 12, 2014 8:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

kenosis wrote:
how to make buildup animation transparent?


Can't be done. Buildups are not animations strictly speaking so animation transparency effects in the game can't be used.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Oct 12, 2014 9:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

In TS, you can have a transparent buildup (no clue if it works in RA2/YR the same)

Use an activeanim instead, and only an invisible dummy for the buildup
Then give the activeanim
ActiveAnimPowered=no
ActiveAnimPoweredLight=yes

This way the activeanim starts playing already when the building is placed down, not only after the buildup is finish.

Now feel free to set any transparency, framerate, number of frames you want.


+transparency and all other art.ini keys possible on this buildup
+when opaque, the activeanim could also cover the normal buildup, thus giving the building a different deploy than undeploy anim

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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Sun Oct 12, 2014 9:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

what about selling then- simply disappear?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Oct 12, 2014 10:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

yes, in this case you wouldn't have a builddown anim.
But you can use more activeanims.

BuildUp= animation when building is sold
ActiveAnim= plain ground with high ZAdjust to cover the buildup under it
ActiveAnimTwo= the transparent buildup

ActiveAnim and ActiveAnimTwo would use the PoweredLight trick.

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Mon Oct 13, 2014 7:07 am    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
ActiveAnimPoweredLight=yes


I didn't even know such flag exists, probably because it's not listed in the default art.ini. I'm curious, what exactly are the functions of

ActiveAnimPoweredLight
ActiveAnimPoweredEffect
ActiveAnimPoweredSpecial

if you happen to know?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Oct 13, 2014 7:39 am    Post subject: Reply with quote  Mark this post and the followings unread

Many TI Nod buildings use this, to shut the glowing stripes and lights down when low on power.

ActiveAnimPoweredEffect and ActiveAnimPoweredSpecial don't exist in TS. No clue if RA2 has these.

ActiveAnimPowered=yes -stop/freeze the anim when low on power
ActiveAnimPoweredLight=yes - tells the game to completely remove/hide the animation, instead of only freezing it (like a light that is turned off). This makes the anim also start playing when building is placed down and not only after buildup is finish.

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Mon Oct 13, 2014 1:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

Interesting. I guess the fact that the animation plays before the buildup anim is finished explains why Westwood never used this flag...

ActiveAnimPoweredEffect and ActiveAnimPoweredSpecial are listed in ModEnc, so they probably exist in RA2/YR.

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mevitar
Missile Trooper


Joined: 31 Dec 2010

PostPosted: Tue Oct 14, 2014 12:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

If ActiveAnimPoweredLight=yes anim played before buildup has finished, Tesla Coils would charge-up while the build-up plays, which is not the case. Either it's some other tag that causes it in TS or RA2 has this behavior fixed.

BTW, i think that the Robitics Facility unit construction animation doesn't fit structure build-up #Tongue (because that's the thing you used here). The original structure warp-ins look a bit different (in case you didn't know it already), and have a transition phase for the structure (from energy to solid) at the very end: http://www.youtube.com/watch?v=5pavB8FuB0c

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Oct 14, 2014 4:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

checking RA2's art.ini reveals that it seems to be indeed fixed.
Many buildings use the same keys, but don't have the "bug" that they play already during the buildup.

So i guess only in TS you can profit from this bug.

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Sat Dec 22, 2018 4:13 am    Post subject: Reply with quote  Mark this post and the followings unread

So what do ActiveAnimPoweredEffect and ActiveAnimPoweredSpecial do?
ActiveAnimPoweredSpecial sets to true for all power plant and I tried to turn it off but I didn't spot any differences.
ActiveAnimPoweredEffect is never used and only exists inside the exe

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PussyPus
Commander


Joined: 14 Jul 2015
Location: Egypt

PostPosted: Sat Dec 22, 2018 3:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

I have seen it before but i don't remember when..

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