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. _________________
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). _________________ SHP Artist of Twisted Insurrection: Nod buildings
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 _________________ SHP Artist of Twisted Insurrection: Nod buildings
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
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. _________________ SHP Artist of Twisted Insurrection: Nod buildings
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 (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 QUICK_EDIT
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 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 _________________
I have seen it before but i don't remember when.. _________________ If you are a MetalHead (Heavy Metal Fan) and don't want to be a metalhead, Just remove your metal ball from your head. �:p .
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