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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. |
03-19-2003, 11:56 PM
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#1 (permalink)
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Senior Member
Join Date: Dec 2002
Posts: 338
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last palette problem
after all these weeks i fixed the imaging of my new civilian buildings except for 1 last glitch,even after appling the unitem pal why do my images become transparent when i move around the screen or when a vehicile passes behind or near them?
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03-19-2003, 11:58 PM
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#2 (permalink)
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Senior Member
Join Date: Dec 2002
Posts: 338
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please help 
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03-20-2003, 07:17 AM
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#3 (permalink)
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Senior Member
Join Date: Dec 2002
Location: Between the heaven and hell
Posts: 632
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May b of art code. Is it has a very low height ? The height should b 6/7 .
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03-20-2003, 11:57 AM
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#4 (permalink)
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Senior Member
Join Date: Dec 2002
Posts: 338
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what do you mean by 6/7 ? i took the art code directly from the chicago sears tower that's in the game so it's the same height.
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03-20-2003, 02:24 PM
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#5 (permalink)
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Senior Member
Join Date: Dec 2002
Location: Earth
Posts: 343
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Isn't the sears tower one of the buildings that gets chopped off the top? At any rate this is an art issue. Get a screenshot with the building selected so I can have a look at its bounding box and post its art.ini entry
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03-21-2003, 04:10 AM
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#6 (permalink)
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Senior Member
Join Date: Dec 2002
Location: USA
Posts: 756
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From artmd.ini:
; <<< 'behind building' stuff >>>
; OccupyHeight = visible height of the building [in levels] (def = 2). Used for behind building stuff. Defaults to same as 'Height'
; CanHideThings = true/false - specifies whether this building marks cells so other objects will be hidden on the cells it occupies
; CanBeHidden = true/false - specfies whether this building can be 'hidden' by others
; AddOccupy[1..4] = offsetX,offsetY - adds tiles to the 'hidden' occupancy list at offset from where building is placed
; RemoveOccupy[1..4] = offsetX,offsetY - removes tiles to the 'hidden' occupancy list at offset from where building is placed
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03-21-2003, 04:17 AM
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#7 (permalink)
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Senior Member
Join Date: Dec 2002
Posts: 338
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here it is.the rules and art of the ingame chicago sears tower is identical to my building since my building was made from it. ; Sears Corp
[SEARS]
Name=Sears Corp
UIName=Name:SEARS
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Radar=yes
SpySat=yes
Points=5
Armor=concrete
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUM U60
;DestroyAnim=CACHIG05D
DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6
MaxDebris=15
MinDebris=5
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=10
;DistributedFire=yes
CanOccupyFire=yes
LeaveRubble=yes
[SEARS]
Normalized=yes
Remapable=no
Foundation=4x4
Height=22
;Buildup=CAHOSP
NewTheater=yes
;ActiveAnim=CARUS03A
;ActiveAnimZAdjust=-100
DemandLoad=true
MuzzleFlash0=46,2 ; these are pixel offsets for muzzle flashes from center of base
MuzzleFlash1=-70,-2
MuzzleFlash2=74,12
MuzzleFlash3=-40,44
MuzzleFlash4=-12,18
MuzzleFlash5=44,-82
MuzzleFlash6=-66,-58
MuzzleFlash7=74,-28
MuzzleFlash8=18,68
MuzzleFlash9=-10,-32
AddOccupy1=-7,-9
AddOccupy2=-8,-9
AddOccupy3=-9,-7
AddOccupy4=-9,-8
RemoveOccupy1=-4,-7
RemoveOccupy2=-5,-8
RemoveOccupy3=-7,-4
RemoveOccupy4=-8,-5
CanBeHidden=False
DamageFireOffset0=32,60
DamageFireOffset1=54,-10
DamageFireOffset2=-30,-4
OccupyHeight=10
; CACHIG05D destroy animation
;[CACHIG05D]
;Image=CACHIG05D
;NewTheater=yes
;Rate=320
;DemandLoad=true
;Shadow=yes
;AltPalette=yes ; use the unit palete
this is the original art for the cutoff sears tower [CACHIG05]
Normalized=yes
Remapable=no
Foundation=4x4
Height=22
;Buildup=CAHOSP
NewTheater=yes
;ActiveAnim=CARUS03A
;ActiveAnimZAdjust=-100
DemandLoad=true
MuzzleFlash0=46,2 ; these are pixel offsets for muzzle flashes from center of base
MuzzleFlash1=-70,-2
MuzzleFlash2=74,12
MuzzleFlash3=-40,44
MuzzleFlash4=-12,18
MuzzleFlash5=44,-82
MuzzleFlash6=-66,-58
MuzzleFlash7=74,-28
MuzzleFlash8=18,68
MuzzleFlash9=-10,-32
AddOccupy1=-7,-9
AddOccupy2=-8,-9
AddOccupy3=-9,-7
AddOccupy4=-9,-8
RemoveOccupy1=-4,-7
RemoveOccupy2=-5,-8
RemoveOccupy3=-7,-4
RemoveOccupy4=-8,-5
CanBeHidden=False
DamageFireOffset0=32,60
DamageFireOffset1=54,-10
DamageFireOffset2=-30,-4
OccupyHeight=10
; CACHIG05D destroy animation
;[CACHIG05D]
;Image=CACHIG05D
;NewTheater=yes
;Rate=320
;DemandLoad=true
;Shadow=yes
;AltPalette=yes ; use the unit palete
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03-21-2003, 04:21 AM
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#8 (permalink)
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Senior Member
Join Date: Dec 2002
Posts: 338
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oh by the way,what do you think about my building,does it look decent? just need a little feedback 
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03-21-2003, 05:58 AM
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#9 (permalink)
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Senior Member
Join Date: Dec 2002
Location: USA
Posts: 756
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The original building has no top, so it was designed to be placed at the top of maps, where units can't really reach anyway. So the original art code may well be wrong, understand?
This part:
AddOccupy1=-7,-9
AddOccupy2=-8,-9
AddOccupy3=-9,-7
AddOccupy4=-9,-8
RemoveOccupy1=-4,-7
RemoveOccupy2=-5,-8
RemoveOccupy3=-7,-4
RemoveOccupy4=-8,-5
You are ADDING cells to the hide-unit-list, and are REMOVING cells from the hide-unit-list. 0,0 is the lowest corner of the building. -1,-1 is one cell diagonally upward. Figure it out on graph paper, you will see how it works. A square building like yours should actually work fine by default (no AddOccupy or RemoveOccupy code at all) if the height is correct.
Your building is fine, but it badly needs roof details.
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03-21-2003, 06:58 AM
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#10 (permalink)
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Senior Member
Join Date: Dec 2002
Location: Between the heaven and hell
Posts: 632
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See ? I told u .....
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