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DeeZire, Redemption
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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. |
12-19-2004, 07:33 PM
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#1 (permalink)
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Senior Member
Join Date: Nov 2004
Posts: 295
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Animations wont play!
Some times i make animations and they dont play. One of my buildings has
Code:
ActiveAnim=GASATHB_A
Then i added
Code:
[GASATHB_A]
Layer=ground
NewTheater=yes
Start=0
LoopStart=0
LoopEnd=32
LoopCount=-1
Rate=250
Shadow=yes
to my art. Then i added under [Animations] in rules. Then i named the snow animation GASATHB_A.shp and put it in my ra2 folder. then i made the temperate animation, named it GGSATHB_A and put it in my ra2 folder. when i build the building that has the new animation i see nothing. what am i doing wrong?
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12-19-2004, 07:45 PM
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#2 (permalink)
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Senior Member
Join Date: Oct 2004
Posts: 250
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Hrm.
Publish your building's rules and art entry, not just the anims.
All of my own _a/_ad files are in a mix file, which I do because my RA2 directory gets flooded and then I start to go mad. I don't think this is the nature of your problem, though. But you might develop that habit anyway.
With trying to override previously existing art (yours doesn't represent this case either), I've found that if you don't override the same old path as the previous, sometimes it doesn't like you.
Without seeing your art file further, I couldn't say.
I have not, however, ever actually tried to make the _a/_ad files work straight out of the RA2 directory.
C
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12-20-2004, 10:47 AM
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#3 (permalink)
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Senior Member
Join Date: Jan 2003
Location: Hamburg, Germany
Posts: 2,208
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When I was going to do that for the alpha-tests recently, DCoder said it didn't work for him - he had to put the alpha-shp in a mix.
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12-20-2004, 10:39 PM
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#4 (permalink)
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Senior Member
Join Date: Nov 2004
Posts: 295
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i put all of them in a mix and that did nothing!
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12-20-2004, 10:56 PM
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#5 (permalink)
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Senior Member
Join Date: Oct 2004
Posts: 250
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Is the active animation played instead of... or in front of... the original image? If it's the latter, you may have a Z problem. Although that doesn't really sound right in this circumstance. Be that as it may, an experiment could rule the problem in or out by doing "ActiveAnimZAdjust=-5" on your animation (bringing in forwards, towards the screen). Or you could do "NormalZAdjust=5"(sending it backwards, away from you) on the building's primary art entry. Careful with larger number on NormalZ, you'll push the building into the ground (it may start to happen as soon as 5 or 10, so be ready to tweak to smaller numbers if the technique begins to work for you). If neither of these work, ignore me, and hope one of the digital imagery wizards steps in.
C/
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12-21-2004, 05:09 AM
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#6 (permalink)
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Senior Member
Join Date: Jan 2003
Location: Hamburg, Germany
Posts: 2,208
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What name did you give to the .mix?
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12-23-2004, 06:07 AM
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#7 (permalink)
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Senior Member
Join Date: Sep 2003
Location: U.K.
Posts: 726
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the animations work fine by the way, i would post the code but as ArgCmdr, people need to LEARN
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12-23-2004, 03:25 PM
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#8 (permalink)
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Senior Member
Join Date: Nov 2004
Posts: 295
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GASATHB_A.shp to my artic image. GGSATHB_A.shp to my regular image
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12-24-2004, 01:54 AM
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#9 (permalink)
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Senior Member
Join Date: Oct 2003
Location: Russia, Novosibirsk
Posts: 489
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Try to add ActiveAnimZAdjust=-32
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12-24-2004, 01:25 PM
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#10 (permalink)
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Senior Member
Join Date: Nov 2004
Posts: 295
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Nothing. this is wierd! I even extacted all of cannis assault flag images copied his art code and all the anims code. then added them to the end of my animlist and they still didnt show the animations. why does it work for cannis and not me!?!
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