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Old 04-29-2003, 05:23 PM   #5 (permalink)
DeeZeL
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Join Date: Jan 2003
Location: Egypt
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hi, I got a little experience in this field but i'll tell you want i know you must have a SHP(TS) format file containing these animations:

1.Movement animations in these directions (N,NE,E,NS,S,SW,W,NW)
2.idle (the animation to use when standing)
3.guard (the animation to use whrn guarding)
4.Cheer (the animation to use when cheering)
5.Crawl (the animation to use when crawling)
6.Fire (the animation to use when firing)
7.Dying animations.
8.Deployinf animations (only if your units supports deploying).

Doing a SHP(TS) animation format is done byt this way:

1. making multiple .PCX format images, each image for each frame/layer and also naming the file MUST end with the xxxx.pcx (i.e GI 0000, GI 0001...etc.)
2. using the unittem.pal file located in RA2.mix => Cache.mix for conversion
3. conversion of the files is made by a tool named XCC Mixer and you can find it in this website: http://xccu.sf.net
4.making an entry in the [InfantrySequence] section in the art.ini file,
Basically, the sequence is as Follows:

[YourInfantrySequence]
Ready=x,y,z
Guard=x,y,z
Prone=x,y,z
Walk=x,y,z
FireUp=x,y,z
Down=x,y,z
Crawl=x,y,z
FireProne=x,y,z
Idle1=x,y,z
Idle2=x,y,z,E
Die1=x,y,z
Die2=x,y,z
Die3=x,y,z
Die4=x,y,z
Die5=x,y,z
Deploy=x,y,z
Deployed=x,y,z
DeployedFire=x,y,z
Undeploy=x,y,z
Paradrop=x,y,z

Numbers are: X,Y,Z. X: is the frame number in the SHP file in which action starts. Y: is the number of frames the animation lasts for each facing. If it is set to 0, the animation wont be displayed. Z: is the number of facings it has after the first one and before the last one.

I hope you find this information useful to you and good luck with your MOD
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