Shouldn't be too hard to do yourself.
[DropshipbayActiveAnimation]
Start=0
End= (*)
LoopStart=0
LoopEnd= ;same as End
LoopCount=-1
Rate=300 ;usually this works good
Then the usual ActiveAnim= key on the building.
(*) frame number of last visible frame +1. (usually the frame number of the first shadow frame)
Note: SHP Builder counts from 0 like the game, while XCC Mixer counts from 1, so don't use the Mixer for checking the frame numbers (except you always subtract by 1) _________________ SHP Artist of Twisted Insurrection: Nod buildings
Joined: 13 Feb 2007 Location: C:\Westwood\ TechLevel=12
Posted: Mon Jun 16, 2014 7:00 am Post subject:
The old code I have uses the stock GAPLUG animation. This uses the small radar dish on top and the animated red thing on the side. I did not use the gtdrop_b.shp (found in the temperat.mix and there is no gadrop_b.shp any any of the snow mixes) that goes on the bottom as I put a Drop Ship in the bay.
Mostly a bit intimidated by the "ActiveAnimZAdjust="-type commands. I have no idea how to figure it out and I don't really have the attention span to do so. I never got into the more advanced stuff much, was more of a voxeller than anything else. ...who made countless crappy Orca remakes and little else. _________________
ActiveAnimZAdjust values are pretty much only accurately found via trial and error testing. I don't like playing with them either but it needs doing. QUICK_EDIT
Was hoping someone had already figured it out so I don't have to. No sense doing the same thing over and over again, right?
This might be an idea for an expansion for the TS UMP, adding all the buildings and units in the game files properly, unbuildable but properly setup in the INI files. _________________
-every -25 you move about one height level up (like one slope in a map goes up)
e.g. 0 would be hidden behind a slope, while -25 would move it in the render layer up enough, to be even played in front of the slope that is actually higher and in front of the anim.
-look in the game how high the building is. How many cells north of the building are covered by the building itself? Then add -25 to this value.
e.g.
the spotlight tower is 1x1, covers about 2 cells north, so ZAdjust=2*-25 + -25 = -75
So for the spotlight tower ZAdjust=-75 should be enough.
The dropship bay is 3x3, but only 1 cell high. so 3x3 activeanim should work with -25 already.
However, since you reuse other activeanims which are smaller and moved on the building, you have to account that in.
e.g. a 1x1 activeanim moved via ActiveAnimX and Y to play over the southern cell of the 3x3 building, has to be moved about 2 heights upwards. Thus needs ZAdjust=-50.
Trial& error is pretty easy and fast done.
Set ZAdjust=-25. if you see it completely, fine,
if not add -25 and test again.
if -50 doesn't show the full anim, add another -25 and so on
If you reach ZAdjust=-125 and still don't see the anim, you made something wrong on the anim, and ZAdjust wont fix it for you.
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