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| Red Alert 2 & Yuri's Revenge Editing Discuss any modding related issues to do with Red Alert 2 and Yuri's Revenge here. |
08-10-2005, 12:55 PM
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#231 (permalink)
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Senior Member
Join Date: Dec 2002
Location: USA
Posts: 756
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End= is not like LoopEnd=. End= means how many frames to play.
So, in a large animation, End= being smaller than Start= is perfectly fine.
Look at the service depots for examples, there are many animations (in code) calling different portions of the exact same SHP.
Yes I know it is not consistent. None of this is consistent 
I think this is why there are so many errors. The WS programmers confused themselves with the inconsistencies.
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08-10-2005, 02:48 PM
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#232 (permalink)
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Junior Member
Join Date: Aug 2005
Location: Lt. Zofia's Pants
Posts: 8
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Ahh, I see. That's where I made my mistake.
I figured "LoopStart" and "LoopEnd" just pointed out the start and end frames of the loop, where "Start" and "End" pointed out the first and last frames, but only played through them once.
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08-10-2005, 03:14 PM
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#233 (permalink)
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Administrator
Join Date: Dec 2002
Posts: 1,913
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Quote:
Originally Posted by martyr";p="
Yes, but it overlaps the Controller. I'm working on one that doesn't but it's not easy. Regardless, it's not going in the UMP.
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At the time I did it, there was another mod that made it look better. They used my coding and method but instead of using the WETHB.SHP (is that the right name for the beam?) they made a whole new SHP sequence of the Weather Controller itself firing the beam (kinda like combing the Weather Controller image with the beam image). Looked nicer and worked great, only problem was they didnt make damaged/snow versions for it.
Along the lines of what Cannis is doing, has anybody looked at the Soviet Industrial Plant? Theres unused/incorrect anims on that one too which I fixed in my mod. Theres quite of few of these quirks I fixed while documenting the ART(MD).INI files, if I can recall them all I'll post them here.
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08-11-2005, 04:12 AM
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#234 (permalink)
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Senior Member
Join Date: Dec 2002
Location: USA
Posts: 756
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@DZ: That would be great, there's no reason for me to reinvent the wheel here
@King Nerd: Since you're actually thinking about all this (for which I applaud you) - note that LoopStart= only comes into play after the animation has finished playing the first time. It sets the frame to go back to after LoopEnd=. This is why you really need Start= also for loops, especially when Start= and LoopStart= is not 0.
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08-11-2005, 08:56 AM
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#235 (permalink)
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Senior Member
Join Date: May 2003
Location: Philippines
Posts: 236
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how about the Chronospheres, chronobeam?
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08-11-2005, 12:30 PM
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#236 (permalink)
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Senior Member
Join Date: Dec 2002
Location: UK
Posts: 434
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I don't like that because it requires the use of Next=, meaning the anims don't play at the same time which looks really bad if they don't. But, again, not a bug to be fixed but a feature that could be added by a mod.
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08-12-2005, 01:00 PM
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#237 (permalink)
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Junior Member
Join Date: Aug 2005
Location: Lt. Zofia's Pants
Posts: 8
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@Cannis: Well, that makes everything make a whole lot more sense. I wondered why there was a LoopStart and a Start. Thanks for the info.
@martyr: I'll be doing my best to find mistakes/bugs in the INI files as I try to make some sense of them (Wishing myself good luck on that one). I'm not building a Mod or anything, but I just would like more understanding of the INI files. I did the majority of the UMP patch by hand just for the information.
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08-12-2005, 05:13 PM
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#238 (permalink)
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Senior Member
Join Date: Dec 2002
Location: USA
Posts: 756
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Revised 9/8. Revisions in yellow.
How about some shipyard stuff.
======
Soviet Shipyard
ActiveAnimTwoYSort=724 ;was 543 ;fixes partial obscuring right after buildup
ActiveAnimThreeDamaged=NAYARD_CD ;removed, identical to NAYARD_C
======
Allied Shipyard
Fixing copy-paste errors created by carrying over values from the Sov shipyard. There's one more anim frame here than the Sov one has.
[GAYARD_D]
LoopEnd=42 ;was 41
[GAYARD_DD]
Start=42 ;was 41
LoopStart=42 ;was 41
LoopEnd=84 ;was 82
========
Yuri Sub Pen
Argh. If anyone still doesn't doubt the game went out the door with the Yuri navy unfinished, one needs only look at this.
The way the shipyards work is this:
-Anim plays all the time: water ripples.
-Anim for when doing nothing: hook swaying.
-Anim for building a unit: hook transferring a box
-Anim for beginning a repair: hook moves into position
-Anim for the repair process: hook moves up and down
-Anim for completing repair: hook moves out of position
Well this building has the water ripples and has the swaying hook. However it does not have an anim for building a unit - it uses a copy of the anim used when the building is doing nothing. This lets Yuri build secretly, which is just wrong. Also, the repair anims were begun but not completed, so they are played as one single anim (the hook swings back and forth in and out of position repeatedly - one to begin, then looped to repair, then again to end). What's more the building is not centered properly to begin with.
This is the best set of fixes I can come up with using the materials at hand. This thing really needs a new set of images (the old ones are a fine base to build on of course).
[YAYARD]
ProductionAnim=YAYARD_S ;was YAYARD_D ;no more secret boomers.
ProductionAnimDamaged=YAYARD_SD ;was YAYARD_DD ;no more secret boomers.
SpecialAnimThree=YAYARD_S ;was YAYARD_S3 ; needless duplication
[YAYARD_AD]
Start=16 ;was 17 ;play all the frames
LoopStart=16 ;was 17 ;play all the frames
[YAYARD_CD]
Start=16 ;was 17 ;play all the frames
LoopStart=16 ;was 17 ;play all the frames
[YAYARD_SD]
Start=16 ;was 17 ;play all the frames
LoopStart=16 ;was 17 ;play all the frames
[YAYARD_S2D]
Start=16 ;was 17 ;play all the frames
LoopStart=16 ;was 17 ;play all the frames
;Orphaned. Could be restored to support new animations.
[YAYARD_D] ;image just a copy of A
;no changes since not used.
;Orphaned. Could be restored to support new animations.
[YAYARD_DD] ;image just a copy of AD
;no changes since not used.
;Orphaned. Could be restored to support new animations.
[YAYARD_S3] ;code just a clone of S
;no changes since not used.
;Orphaned. Could be restored to support new animations.
[YAYARD_S3D] ;code just a clone of SD
;no changes since not used.
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08-12-2005, 06:28 PM
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#239 (permalink)
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Junior Member
Join Date: Aug 2005
Location: Lt. Zofia's Pants
Posts: 8
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Quote:
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Also, the repair anims were begun but not completed, so they are played as one single anim (the hook swings back and forth in and out of position repeatedly - one to begin, then looped to repair, then again to end).
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I always noticed that and thought it seemed odd. Thanks for the update.
I suppose stuff like this might not belong in the UMP, but it should be added to a MOD, or as an amendment to the UMP. That way people can have a "Just fixed rules" and a "Fixed rules and animations". Personally, I believe both fix types are 'what was intended' fixes, though the animation fixes may not exactly be 'bugs'.
Thanks a lot, Cannis and martyr for your work.
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08-13-2005, 04:47 AM
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#240 (permalink)
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Senior Member
Join Date: Dec 2002
Location: UK
Posts: 434
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Most animation fixes are definitely going in the UMP (missing frames is a definite bug).
As for Yuri's 'missing animations' it's a matter of opinion. If opinion says 'no' then it'll go in Extras, otherwise it will go in with the main fixes.
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