Posted: Sun Oct 20, 2019 4:44 pm Post subject:
Using SHP animations for explosion debris
I took the flying man SHP from RA2 and converted it to a TS animation so I could use it as a debris animation for when the attack buggy explodes, but I can't seem to get it to work. Is it even possible?
So I made a new [DBRMAN] entry in rules.ini, which used the same name as my shp file (seems to me these things don't rely on corresponding art.ini entries), using the elasticity/velocity/etc values from [PIECE], and added said debris to the list for the buggy. This caused the game to freeze on load. So I assume that debris types from rules.ini can only be voxels. To try and work around it I created a new invisible dummy voxel file DBRMANVXL, renamed the debris entry (and for the buggy's debris list, of course) to that, then I added DBRMAN as a trailer animation in art.ini and made that a TrailerAnim for the dummy voxel to see if that might be a solution. The game no longer freezes, but I still don't see the shp animation anywhere when the buggy explodes.
Is there a solution?
These are the rules.ini and art.ini entries as they are right now:
1. vehicle debris are indeed VXL only, so that won't work
2. added as a Trailer anim won't work either, as it would spawn/show your SHP every few frames the vxl debris moves
3. SHP animations need to be listed in rules.ini under the [Animations] list, otherwise the game won't load it
4. SHP animations can only be used on the Explosion key, so you can use your SHP animation directly or create a custom explosion animation that spawns your SHP as an additional animation or art.ini debris.
How to do that, check out in the tutorial forum the topic Animations and art.ini debris
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