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Yuriko Omega sequence
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wiwimax
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Joined: 13 Dec 2016

PostPosted: Tue Sep 11, 2018 2:01 pm    Post subject:  Yuriko Omega sequence
Subject description: Please can someone post the art sequence for Yuriko Omega by MadHQ
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Please can someone post the art sequence for Yuriko Omega by MadHQ?



yuriko.zip
 Description:
Yuriko Omega by MadHQ

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 Filename:  yuriko.zip
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Sep 11, 2018 2:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

art.ini wrote:
; *** Infantry Sequences ***
; Infantry animations are grouped within a single art file.
; Unlike units, infantry animation layout is completely
; arbitrary and must be explicitly specified. Each
; infantry format file will be identified with one of these
; animation sequences.
;
; The first number is the starting frame number. The second
; number is the number of frames of the animation. If this
; number is zero then the anim sequence is not present.
; The third number is the multiplier by the infantry facing
; to reach the facing specific animation start. If this
; last number is zero, then there is no facing specific
; version.

Ok lets do Ready= together

Quote:
; The first number is the starting frame number

so this would be 0
The game starts counting at 0, with 0 being the first frame.

Quote:
; The second number is the number of frames of the animation.

1, since we do the standing frame, which is only a single frame

Quote:
; The third number is the multiplier by the infantry facing
; to reach the facing specific animation start.
since this is part of the firing anim, which is 6 frames long, we need to add 6 to reach the next facings first frame

Thus Ready=0,1,6

Now do the rest yourself. It's no rocket science.
Just note that SHP Builder shows the frames counting from 1, while the game counts from 0. So always subtract by 1 when reading the frame number in SHP Builder.

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Tue Sep 11, 2018 2:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

This is not tested, and some frames can't be deciphered what they're supposed to be. Use this code for starters, at your own risk and to expand upon it and/or fix it.
Code:
[YurikoSequence]
Ready=219,1,1
Guard=219,1,1
Prone=48,6,6
Walk=227,6,6
;;FireUp= dunno
;;Down= dunno
;;Crawl=dunno
;;Up=dunno
FireProne=96,6,6
Idle1=189,15,E ;;not sure of the direction. Test for yourself.
Idle2=204,15,S ;;again, not sure of direction. Test for yourself
Die1=159,15,0
Die2=174,15,0
Deploy=144,15,0

I'm not sure of how to put the rest of the frames to use, see the other infantry and chk what Sequence-piece corresponds to which frames in that Infatry's SHP.
That'll give you an idea of how to continue.

@LKO: MadHQ's Yuriko's sequencing is different. I'm sure wiwmax already tried standard sequences, but he / she failed. Otherwise he probably wouldn't have asked here. If anything, you could and should've linked to tutorials at least.

Altho...

@wiwimax: LKO is correct: it's not that hard. When you see something break it down, read the INI comments.
If that doesn't work out for you, search for tutorials either here or on https://www.modenc.renegadeprojects.com
Of course, assuming said tutorials actually exist.

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wiwimax
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Joined: 13 Dec 2016

PostPosted: Tue Sep 11, 2018 4:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

\LKO
i'm sorry, i edited your post instead of quoting it, thus i deleted accidentally your text. Sad
you basically wrote that TAK's sequence doesn't work for you and that you have trouble understanding the 3rd value.
\LKO

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Sep 11, 2018 6:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

3rd number is the multiplier needed to reach the next facing.
imagine the following are the frames
x----x----x----x----x----x----x----x----yyyyyyyyz-z-z-z-z-z-z-z-
with x being the first frame of a 5 frame anim (thus four - following the x). 8 facings thus 8 x starting frames.
y and z are other anims
So a Ready sequence would be 0,1, and the 3rd number would be 5.
because
facing north is 0,1,0*5=0 thus frame 0
facing northwest is 1,1,1*5=5 thus frame 5
facing west is 2,1,2*5=5 thus frame 10
facing southwest is 3,1,3*5=15 thus frame 15
etc

using the complete anim for the firing anim of 5 frames you have
FireUp=0,5,5
because 0 is the starting frame, 5 frames is the anim long, and to reach the next facing the frames have to be multiplied by 5


usually all standing frames follow each other in the shp and they are not shared with another anim.
Thus you usually have y,1,1 as the value there (with y being the starting frame in the shp, 40 in my example here).
However i haven't checked the complete yuriko SHP and simply used the first frame of the firing anim also as standing frame.

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Tue Sep 11, 2018 6:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
i haven't checked the complete yuriko SHP.

Which is why I criticized you.
You should chk what someone is asking code for before going on a tangent saying everything the asker might already know.

You said the Sequence doesn't work?
Odd. To be fair, I didn't test it.
Hopefully tomorrow. Then we'll see what was right and what was wrong.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Sep 11, 2018 7:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

TAK02 wrote:
Lin Kuei Ominae wrote:
i haven't checked the complete yuriko SHP.

Which is why I criticized you.

and spoon feeding like you did, doesn't helps at all in the long run.

_________________
SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Tue Sep 11, 2018 7:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
TAK02 wrote:
Lin Kuei Ominae wrote:
i haven't checked the complete yuriko SHP.

Which is why I criticized you.

and spoon feeding like you did, doesn't helps at all in the long run.

True, but I provided a starting point that actually takes the unusual SHP into acount, while you took every WW SHP and (almost) every public SHP available.
Granted, it should be clear that what you are explaining is an example, but at the same time you should consider the subject of the question as well.

In any case, hopefully I'll have some more code by tomorrow (again, I won't be doing all of it, but several frames' purpose and use of the Sequence flags are unclear. So this topic's title might need a change in the future #Tongue)

EDIT: Oh, who am I kidding? ModEnc has the answer to everything that isn't EIPs.
https://www.modenc.renegadeprojects.com/FireUp

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MadHQ
Commander


Joined: 07 Nov 2003

PostPosted: Tue Sep 11, 2018 10:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

I copied this stuff out of my Empire mods ini files... I do not remember if it works correct... But you can always try it.  Razz

Code:

**Rules

[YURIKO]
UIName=Name:YURIKO
Name=YURIKO
Category=Soldier
Primary=PscyBlst
Secondary=YURIKOWave
Prerequisite=EABARX,EATCH
Strength=225
Pip=red
Armor=flak
TechLevel=9
Sight=8
Speed=6
Owner=Empire
AllowedToStartInMultiplayer=no
Cost=1500
Soylent=1000
Points=10
IsSelectableCombatant=yes
VoiceSelect=YurikSelect
VoiceMove=YurikMove
VoiceAttack=YurikAttack
VoiceFeedback=YurikAttack
VoiceSpecialAttack=YurikMove
DieSound=YurikDie
CreateSound=YurikCreated
MoveSound=YuriPrimeMoveLoop
EnterWaterSound=TanyaEntersWater
LeaveWaterSound=TanyaLeavesWater
CrushSound=InfantrySquish
MovementZone=AmphibiousDestroyer
SpeedType=Amphibious
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
SpecialThreatValue=1
PhysicalSize=1
ThreatPosed=25
Bombable=no
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Size=1
Crushable=no
TiberiumProof=yes
ImmuneToVeins=yes
ImmuneToPsionics=yes
Unnatural=yes
Deployer=yes
DeployFire=yes
UndeployDelay=150
SelfHealing=yes
BuildLimit=1
DetectDisguise=yes
DeploySound=YurikBlast
UndeploySound=GIUndeploy
IFVMode=2


***ART
[YURIKO]
Cameo=yurikicon
AltCameo=yurikicon
Sequence=YURIKOSequence
Crawls=yes
Remapable=yes
FireUp=6
PrimaryFireFLH=120,0,100

[YURIKOSequence]
Ready=219,1,1
Guard=219,1,1
Tread=227,6,6
Walk=227,6,6
Swim=227,6,6
Crawl=48,6,6
Prone=48,1,6
Down=96,2,2
Up=96,2,2
Deploy=144,14,0
Deployed=144,1,0
Undeploy=144,1,0
Idle1=189,15,0,W
Idle2=204,15,0,E
Die1=158,16,0
Die2=174,15,0
FireUp=0,6,6
FireProne=96,6,6
Paradrop=222,1,1
Cheer=30,6,0,SE
Panic=227,6,6
WetAttack=169,6,6
WetIdle1=189,15,0,W
WetIdle2=204,15,0,E
WetDie1=158,16,0
WetDie2=174,15,0

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wiwimax
Soldier


Joined: 13 Dec 2016

PostPosted: Wed Sep 12, 2018 1:55 am    Post subject: Reply with quote  Mark this post and the followings unread

MadHQ wrote:
I copied this stuff out of my Empire mods ini files... I do not remember if it works correct... But you can always try it.  Razz

Code:

**Rules

[YURIKO]
UIName=Name:YURIKO
Name=YURIKO
Category=Soldier
Primary=PscyBlst
Secondary=YURIKOWave
Prerequisite=EABARX,EATCH
Strength=225
Pip=red
Armor=flak
TechLevel=9
Sight=8
Speed=6
Owner=Empire
AllowedToStartInMultiplayer=no
Cost=1500
Soylent=1000
Points=10
IsSelectableCombatant=yes
VoiceSelect=YurikSelect
VoiceMove=YurikMove
VoiceAttack=YurikAttack
VoiceFeedback=YurikAttack
VoiceSpecialAttack=YurikMove
DieSound=YurikDie
CreateSound=YurikCreated
MoveSound=YuriPrimeMoveLoop
EnterWaterSound=TanyaEntersWater
LeaveWaterSound=TanyaLeavesWater
CrushSound=InfantrySquish
MovementZone=AmphibiousDestroyer
SpeedType=Amphibious
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
SpecialThreatValue=1
PhysicalSize=1
ThreatPosed=25
Bombable=no
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Size=1
Crushable=no
TiberiumProof=yes
ImmuneToVeins=yes
ImmuneToPsionics=yes
Unnatural=yes
Deployer=yes
DeployFire=yes
UndeployDelay=150
SelfHealing=yes
BuildLimit=1
DetectDisguise=yes
DeploySound=YurikBlast
UndeploySound=GIUndeploy
IFVMode=2


***ART
[YURIKO]
Cameo=yurikicon
AltCameo=yurikicon
Sequence=YURIKOSequence
Crawls=yes
Remapable=yes
FireUp=6
PrimaryFireFLH=120,0,100

[YURIKOSequence]
Ready=219,1,1
Guard=219,1,1
Tread=227,6,6
Walk=227,6,6
Swim=227,6,6
Crawl=48,6,6
Prone=48,1,6
Down=96,2,2
Up=96,2,2
Deploy=144,14,0
Deployed=144,1,0
Undeploy=144,1,0
Idle1=189,15,0,W
Idle2=204,15,0,E
Die1=158,16,0
Die2=174,15,0
FireUp=0,6,6
FireProne=96,6,6
Paradrop=222,1,1
Cheer=30,6,0,SE
Panic=227,6,6
WetAttack=169,6,6
WetIdle1=189,15,0,W
WetIdle2=204,15,0,E
WetDie1=158,16,0
WetDie2=174,15,0


Thank you very much, it works without any errors.

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Lansmozar
Vehicle Drone


Joined: 16 Oct 2018

PostPosted: Sat Oct 20, 2018 5:33 am    Post subject: Reply with quote  Mark this post and the followings unread

Do you have a shp for izumi?

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JeagerEX12
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Joined: 22 May 2016

PostPosted: Sat Oct 20, 2018 12:56 pm    Post subject: Reply with quote  Mark this post and the followings unread


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