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 Forum index » Modding Central » Tiberian Sun Editing Forum » Tutorials Factory
(**) Tiberium Twinkle
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SMIFFGIG
General


Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Sun Apr 12, 2009 4:07 am    Post subject:   (**) Tiberium Twinkle
Subject description: Recommended Single Player Only
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Just copied this tutorial I wrote over from TibWeb

This tutorial is rated 2 star **

Important note
Due to certain issues twinkling tiberium can only be used for single player mods/maps -See Known Issues

Tiberium Twinkle (Single Player Only) **
As minor as it maybe, simple effects like Tiberium twinkle add great eyecandy to any game, as seen in RA2 and RA1
For some reason this effect was excluded from TS by default by like many other things the leftover animations are still left in the conquer.mix from RA1

Step 1
Firstly convert the TWNK1 TWNK2 and TWNK3 .shp's to the anim.pal.

Step 2
Then add them to the animations list in the rules.ini e.g.
Code:
296=TWNK1
297=TWNK2
298=TWNK3


Step 3
Assign the animation to the tiberium e.g.

Code:
[TIB01]
Name=Tiberium Riparius
Tiberium=yes
LegalTarget=false
RadarInvisible=false
CellAnim=TWNK1


I assigned TWNK2 to TIB02, TWNK3 to TIB03, TWNK1 to TIB04 etc

Step 4
Now we need to add the code for these animations to the art.ini
With some playing around with the loop delays and what not I came up with this code for best effect

Code:
[TWNK1]
LoopStart=0
LoopEnd=5
LoopCount=-1
Rate=100
DetailLevel=2
RandomLoopDelay=120,300
RandomRate=150,250
Theater=no
Normalized=yes
AltPalette=yes
IsAnimatedTiberium=yes
Surface=yes
YDrawOffset=-25
UseNormalLight=yes
Surface=yes
Flat=yes

[TWNK2]
LoopStart=0
LoopEnd=4
LoopCount=-1
Rate=100
DetailLevel=2
RandomLoopDelay=120,300
RandomRate=150,250
Theater=no
Normalized=yes
AltPalette=yes
IsAnimatedTiberium=yes
Surface=yes
YDrawOffset=-25
UseNormalLight=yes
Surface=yes
Flat=yes

[TWNK3]
LoopStart=0
LoopEnd=4
LoopCount=-1
Rate=100
DetailLevel=2
RandomLoopDelay=120,300
RandomRate=150,250
Theater=no
Normalized=yes
AltPalette=yes
IsAnimatedTiberium=yes
Surface=yes
YDrawOffset=-25
UseNormalLight=yes
Surface=yes
Flat=yes


Known Issues!
Heres the catch people, because there are so many animations taking place constantly, TS doesnt seem to be able to handle syncronization in multiplayer games and a re-connection error will happen around 2mins into the game.

Also your sync log will look mainly like this

Code:
Object 504: 6e60366 Anim   (Type:7(TWNK1)) Owner: NONE
Object 505: 6e60380 Anim   (Type:7(TWNK1)) Owner: NONE
Object 506: 6e603b3 Anim   (Type:7(TWNK1)) Owner: NONE
Object 507: 6e60480 Anim   (Type:267(TWNK2)) Owner: NONE
Object 508: 6e60499 Anim   (Type:267(TWNK2)) Owner: NONE
Object 509: 6e604b3 Anim   (Type:7(TWNK1)) Owner: NONE
Object 510: 6e604cc Anim   (Type:267(TWNK2)) Owner: NONE
Object 511: 6e604e6 Anim   (Type:7(TWNK1)) Owner: NONE
Object 512: 6e60500 Anim   (Type:267(TWNK2)) Owner: NONE
Object 513: 6e6054c Anim   (Type:7(TWNK1)) Owner: NONE
Object 514: 6e60566 Anim   (Type:7(TWNK1)) Owner: NONE
Object 515: 6e60580 Anim   (Type:7(TWNK1)) Owner: NONE
Object 516: 6e605b3 Anim   (Type:267(TWNK2)) Owner: NONE
Object 517: 6e605cc Anim   (Type:267(TWNK2)) Owner: NONE
Object 518: 6e60980 Anim   (Type:7(TWNK1)) Owner: NONE
Object 519: 6e60999 Anim   (Type:7(TWNK1)) Owner: NONE
Object 520: 6e609b3 Anim   (Type:7(TWNK1)) Owner: NONE


Final Note
Experiment, I played around with this a long time ago and there maybe work arounds... maybe try adding the anim to only 3 or 1 types of tiberium and/or add longer loopdelays

Thats all for now and I hope someone will find this tutorial intruiging if nothing else Wink

Update!
DeeZire wrote:
Theres another bug with this (actually a bug that Westwood left in the game with the Veinhole monster).

Any overlay or tile that is animated like this - whether it be by CellAnim or otherwsie - will always appear black on the radar.


Key Words: #Tutorials #Modding #TiberianSun #Firestorm #Rules.INI #Art.INI 

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Last edited by SMIFFGIG on Tue Apr 28, 2009 10:52 pm; edited 2 times in total

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Team Black
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Joined: 25 Sep 2006
Location: Georgia, USA Posts: Over 9000

PostPosted: Sun Apr 12, 2009 11:37 pm    Post subject: Reply with quote

good to see this tutorial resurrected Smile
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DeeZire
Cyborg Engineer


Joined: 20 Nov 2006

PostPosted: Mon Apr 27, 2009 9:03 pm    Post subject: Reply with quote

Theres another bug with this (actually a bug that Westwood left in the game with the Veinhole monster).

Any overlay or tile that is animated like this - whether it be by CellAnim or otherwsie - will always appear black on the radar. So if you edit the radar colours of Tiberium like a lot of mods have done to make sure it shows on the radar in the right colour, it will still only show black if you add the CellAnim.

The compromise I made was only to employ this effect in single player maps where there was an Ion Storm and so you cannot have radar anyways. Twinkling Tiberium looks better on those maps as nice effect of it being in an Ion Storm Smile

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SMIFFGIG
General


Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Tue Apr 28, 2009 1:33 pm    Post subject: Reply with quote

Yea that is a good point DeeZire

although you can fix it via .exe hacking
http://www.ppmsite.com/forum/viewtopic.php?t=12972

*adds it to tutorial #Tongue
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DeeZire
Cyborg Engineer


Joined: 20 Nov 2006

PostPosted: Tue Apr 28, 2009 9:16 pm    Post subject: Reply with quote

^ no you still get the 'black tib on radar bug' even with that method, that's how I found the problem Smile

The issue is that the tile anim cannot have a radar color so it shows as black, overlaying whatever is there.

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SMIFFGIG
General


Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Tue Apr 28, 2009 10:54 pm    Post subject: Reply with quote

DeeZire wrote:
^ no you still get the 'black tib on radar bug' even with that method, that's how I found the problem Smile

The issue is that the tile anim cannot have a radar color so it shows as black, overlaying whatever is there.

Fixed
That sucks Sad
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Bittah Commander
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Joined: 21 May 2003
Location: The Netherlands

PostPosted: Thu Apr 30, 2009 2:40 pm    Post subject: Reply with quote

How about if you apply the hack on the SHP of the twinkle anim animation?
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DeeZire
Cyborg Engineer


Joined: 20 Nov 2006

PostPosted: Fri May 01, 2009 5:10 pm    Post subject: Reply with quote

Doesnt work. Look at the Veinhole Monster as an example, it has correct radar colors in it's file but still appears black on the radar because it is animated.

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Bittah Commander
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Joined: 21 May 2003
Location: The Netherlands

PostPosted: Sun Nov 25, 2012 8:43 pm    Post subject: Reply with quote

'scuse the bump but after 3 years I finally found the time to try it myself and it does work Razz

As mentioned, the hack should be applied to the twinkle anim's SHP (so the SHP of the animation that's specified after CellAnim=), although the downside is that it can then only show a single radar color for all tiberium stages (instead of 12 different colors for every one of the 12 tiberium stages).

Now to figure out how to get these cell anims to not desync multiplayer games...
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Nov 25, 2012 9:58 pm    Post subject: Reply with quote

After several tests with Bittah online, we narrowed down the problem to RandomLoopDelay. Only if this key is present, a desync happens.

Otherwise CellAnim works fine!


RandomRate should be avoided too, as it causes noticeable lag, without giving you any big visual effect in the first place.
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Last edited by Lin Kuei Ominae on Mon Nov 26, 2012 7:31 am; edited 1 time in total

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Bittah Commander
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Joined: 21 May 2003
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PostPosted: Sun Nov 25, 2012 11:42 pm    Post subject: Reply with quote

Well, if you'd add gaps in the cell anim you could sort of emulate RandomLoopDelay, but as mentioned it would be laggy when used on all green tiberium. Adding it to just 1-3 tiberium overlays might not be so bad however (I haven't tested it yet though).
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Nov 26, 2012 7:24 am    Post subject: Reply with quote

gaps in the anim would even more make you aware of the looped anim, because all tiberium patches with the same cellanim show the gap at the same time. Something that can be noticed even if all 12 tiberium patches would have a different timed cellanim.

It might be better to use CellAnim only on one patch.
-make the cellanim itself invisible
-add a traileranim of a art.ini debris to the cellanim
-let the debris fly a short distance and show a twinkle anim as ExpireAnim
Due to the random spawn direction and distance of the debris, you get a more convincing twinkle, than one that is only played above some certain patches.


\Some more infos about our tests for the other modders.
We tested CellAnim on every of the 12 tiberiumpatches. (which means about 200-400 tiberiumpatches and cellanims all over the map)
Even with RandomLoopDelay on the anim, it still took about 5 min before we had the desync.

This might also explain the rare and random desyncs of vanilla TS. Because TS uses RandomLoopDelay on the refinery for the fire ball and since you barely have 20-40 refineries at the same time, the duration until the desync occurs could be also about 10 times longer (so something about 50min ingame)

So i would suggest every mod to remove the RandomLoopDelay key from every anim!
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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Mon Nov 26, 2012 8:53 am    Post subject: Reply with quote

Can't overlay have the same flags that make Tiberium Trees play their spawn animation after a random delay? I thought I saw some under BTIB, can't remember what they were.
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Nov 26, 2012 9:19 am    Post subject: Reply with quote

I think you mistake the bigblue terraintype with the btib overlaytype.
I'm pretty sure the terraintype keys for tiberiumspawning don't work on overlaytypes.
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