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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.

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Old 03-02-2005, 01:10 AM   #1 (permalink)
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Default Problems getting a SHP to work...

Hey everyone, I'm trying to make a SHP buildup animation with SHP Builder 3.22 (the latest version). It's 21 frames (42 with shadows) and each frame is 106x78 pixlels. I have each frame in BMP format, and I have been pasting them into SHP Builder, with the unitubn.pal palette. Problem is, when the animation is saved, I try to open it again and it doesn't work. The program says "Range out of bounds", and if I try testing the animation in the game, it gets an IE.

The funny thing is that I can open this animation with older versions of SHP Builder. But then the last few frames are messed up (the last few frames of the animation are actually in different colours to the majority of the frames, but they still fit the palette. They appear scambled).

I will ask Banshee about this on the PPM site - I asked here first 'cause it seems like his forums don't have much activity... also Banshee's replies seem to defend his program to the death and he probably won't even believe that this happened to me...

I can provide the saved SHP, and the frames if required. Thanks in advance
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Old 03-02-2005, 01:13 AM   #2 (permalink)
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Are all the images the same size?

Are all the images 256 colors?

Can you play the compiled SHP in XCC mixer?

Can you save as pcx instead? If so, then name them the way XCC likes them, and let XCC compile them.
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Old 03-02-2005, 09:01 AM   #3 (permalink)
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Dude. Seriously. If you have all the images, do a batch compile or Image Robot to PCX and do it with the Mixer! Why all the trouble with pasting into SHP Builder etc.?

(Image Robot can also apply a palette in the process)
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Old 03-03-2005, 03:50 PM   #4 (permalink)
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Default Re: Problems getting a SHP to work...

Quote:
Originally Posted by Whiteboy";p=&quot View Post
Hey everyone, I'm trying to make a SHP buildup animation with SHP Builder 3.22 (the latest version). It's 21 frames (42 with shadows) and each frame is 106x78 pixlels. I have each frame in BMP format, and I have been pasting them into SHP Builder, with the unitubn.pal palette. Problem is, when the animation is saved, I try to open it again and it doesn't work. The program says "Range out of bounds", and if I try testing the animation in the game, it gets an IE.

The funny thing is that I can open this animation with older versions of SHP Builder. But then the last few frames are messed up (the last few frames of the animation are actually in different colours to the majority of the frames, but they still fit the palette. They appear scambled).
- I thought I had fixed this problem, but you are not the first to report this problem. Anyway, you can probably open it in the current version by going on preferences -> Loading & Saving -> BS SHP Builder Offset Way.

Quote:
I will ask Banshee about this on the PPM site - I asked here first 'cause it seems like his forums don't have much activity...
- SHP Builder forums might have many posts, but many people check it. And, when you have a problem with a tool, the best way to get a faster reply is to post in the official forum of that tool.

Quote:
also Banshee's replies seem to defend his program to the death
- No, not really. I know the program has a good ammount of problems, although it used to be worse.


Quote:
and he probably won't even believe that this happened to me...
- Yes, I do believe... but I still don't know exactly what, in the program, could have caused it.

Quote:
I can provide the saved SHP, and the frames if required. Thanks in advance
- I'd like to see this SHP, so I can find out what is going on. If older versions read it, it should be some problems with one of the offset....







Edit: Actually, I've found out that the program acts in a dumb way when you have a blank frame inside the SHP (between non-blank frames). If your SHP has this characteristic, save it with compression 1 (by going on Preferences -> Loading & Saving -> Compression 1 only), or wait for the next version.
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Old 03-03-2005, 10:24 PM   #5 (permalink)
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Well, I just figured it all out. I already used Image Robot to change ths pics to 256 colours, reducing their filesize. But I never had to mess around with the PSX format (the program couldn't do it anyway - the bpp wasn't 1) since I just did what Banshee said and changed the saving compression to 1.

Now it all works. The image is a little strange probably due to being a strange size (throughout the animation you can sometimes see the left part of frame 1 unless you quickly refresh the screen by scrolling away and back to it) but it works and looks decent.

So thanks for the help!

@ Banshee: Could you make the next version of your palette conversion program convert from YR palette format to JASC palette format as well as from JASC to YR? That would be great. Looking forward to the next version - make sure you iron out those bugs!

@ Cannis: Off-topic I know but while I'm posting here I want to remind you that you still haven't added my mod to the Assault Maps page...

@ Ren: How's the progress of your version of the money-transferring unit? I think I should let you know, I told Mooman about it as well. He is making a vehicle-based solution and I have just finished my chopper-based solution (this animation was for my "Aid Chopper" as a matter of fact). So that's 3 mods that use this unit: Yuri's Revenge Squared, Whiteboy's Rules and Total Destruction. Just last night I was playing online and I reeeealllly could have used this unit to give my ally some cash to aid in his struggles. But most online players seem to detest mods. Screw them I say...
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Old 03-04-2005, 12:49 AM   #6 (permalink)
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Quote:
Originally Posted by Whiteboy";p=&quot View Post
@ Banshee: Could you make the next version of your palette conversion program convert from YR palette format to JASC palette format as well as from JASC to YR? That would be great. Looking forward to the next version - make sure you iron out those bugs!
YR palettes have the same format as RA2, TS, RA1 and TD palettes and they work with the current Jasc 2 C&C palette converter. I really have no plans to make a new version of this program that is quite obsolette, specially because the OS Palette Editor 1.1 replaces it with more features...

As for the OS SHP Builder 3.3, I'm trying to kill as many bugs as I can find. And, the more the feedback I receive, the higher the ammount of bugs being anihilated. I plan to release it soon, as soon as I fix a little problem with the copy and paste. The new version will include, among other features, a right click painting support... and futurally, copy and paste with background, which is a feature that I was trying to add in this version, but I'll have to speed up the release because of this critical saving bug with compression 3.
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Old 03-04-2005, 05:56 AM   #7 (permalink)
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Whiteboy: XCC Mixer can convert a YR palette to JASC format. So there you go, you already have the tool you need.

And I did, the other day actually. Sorry I kept forgetting.
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Old 03-04-2005, 06:29 AM   #8 (permalink)
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OK Banshee, I hear ya Just as long as people realize the problem is not in their images, but the SHP Builder. Otherwise, they would have to make topics like this one... maybe you should do a news post on your site outlining this problem and that it will soon be fixed... but you might have already done that. I'm too tired to check right now... but anyway, keep up the good work. I am a big believer in your programs, despite there being other ways to do things like how Ren prefers. I see great potential in the SHP Builder... especially that right button painting feature - that would save time. And good job on the snow and dirt features, I could have really used those a few months back, do you remember - gamemate showed up and snowified a building for me? Heheh, seems so long ago now (well it WAS really).

Cannis, thanks for the info, and it's cool about the mod, no worries eh? Just one thing, and this is a thing that I've been podering for a while now... where the heck did you get the name "CannisRabidus" from? Is it just a cool thing you thought up or is there a story behind it?

Hmm, looks like things are going well for me. I have had a lot of help during my modding voyage and there is just one more thing I need to get sorted... something regarding DCoder and AI... there is no WAY I'm going to dedicate many a sleepless night to coding an entire AI file by myself...
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Old 03-04-2005, 11:09 AM   #9 (permalink)
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Quote:
Originally Posted by Whiteboy";p=&quot View Post
OK Banshee, I hear ya Just as long as people realize the problem is not in their images, but the SHP Builder. Otherwise, they would have to make topics like this one... maybe you should do a news post on your site outlining this problem and that it will soon be fixed... but you might have already done that. I'm too tired to check right now... but anyway, keep up the good work. I am a big believer in your programs, despite there being other ways to do things like how Ren prefers. I see great potential in the SHP Builder... especially that right button painting feature - that would save time. And good job on the snow and dirt features, I could have really used those a few months back, do you remember - gamemate showed up and snowified a building for me? Heheh, seems so long ago now (well it WAS really).
There is a topic in the Report Bugs forum that talks about this...
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Old 03-04-2005, 12:47 PM   #10 (permalink)
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Quote:
there is no WAY I'm going to dedicate many a sleepless night to coding an entire AI file by myself...
Stop exagerrating, it's not that hard. :P I personally map out all the AI work in Excel/gnumeric and then use V2 to write it down.

And I don't think that program can be completed before my birthday (April). Work/uni...
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