Fixes by Crimsonum:
Quote:
I'll start with my fix to the Kodiak Crash animations. I had noticed before that the second active animation wasn't even visible, and the first one had half of it hidden behind the actual building. Put this into your Artfs.INI to get all the animations visible to their correct locations.
[C_KODIAK]
ActiveAnim=K_LIGHT1
ActiveAnimX=-23
ActiveAnimY=0
ActiveAnimZAdjust=-100
ActiveAnimTwo=K_LIGHT2
ActiveAnimTwoX=144
ActiveAnimTwoY=144
ActiveAnimTwoZAdjust=-100
[K_LIGHT1]
Surface=no
[K_LIGHT2]
Surface=no
Fixing building heights:
Code:
[C_KODIAK]
ActiveAnim=K_LIGHT1
ActiveAnimX=-23
ActiveAnimY=0
ActiveAnimZAdjust=-100
ActiveAnimTwo=K_LIGHT2
ActiveAnimTwoX=144
ActiveAnimTwoY=144
ActiveAnimTwoZAdjust=-100
[K_LIGHT1]
Surface=no
[K_LIGHT2]
Surface=no
Fixing building heights:
Code:
[GACNST]
Height=2
[GARADR]
Height=4
[NAPULS]
Height=2
[GACTWR]
Height=2
[NATMPL]
Height=2
[NAMNTK]
Height=2
[NAOBEL]
Height=2
[GAFIRE]
Height=2
[CTDAM]
Height=5
[ABAN02]
Height=4
[ABAN04]
Height=3
[ABAN05]
Height=2
[ABAN06]
Height=2
[ABAN07]
Height=2
[ABAN08]
Height=2
[ABAN10]
Height=2
[ABAN11]
Height=2
[ABAN12]
Height=2
[ABAN18]
Height=2
[CA0012]
Height=2
[GAOLDCC2]
Height=2
[GAOLDCC3]
Height=2
[GAOLDCC4]
Height=2
[CITY03]
Height=3
[CITY04]
Height=4
[CITY05]
Height=5
[CITY07]
Height=3
[CITY11]
Height=3
[CITY12]
Height=3
[CITY13]
Height=3
[CITY14]
Height=3
[CITY15]
Height=2
[CITY17]
Height=5
[CITY18]
Height=4
[CITY21]
Height=2
[CITY22]
Height=2
Height=2
[GARADR]
Height=4
[NAPULS]
Height=2
[GACTWR]
Height=2
[NATMPL]
Height=2
[NAMNTK]
Height=2
[NAOBEL]
Height=2
[GAFIRE]
Height=2
[CTDAM]
Height=5
[ABAN02]
Height=4
[ABAN04]
Height=3
[ABAN05]
Height=2
[ABAN06]
Height=2
[ABAN07]
Height=2
[ABAN08]
Height=2
[ABAN10]
Height=2
[ABAN11]
Height=2
[ABAN12]
Height=2
[ABAN18]
Height=2
[CA0012]
Height=2
[GAOLDCC2]
Height=2
[GAOLDCC3]
Height=2
[GAOLDCC4]
Height=2
[CITY03]
Height=3
[CITY04]
Height=4
[CITY05]
Height=5
[CITY07]
Height=3
[CITY11]
Height=3
[CITY12]
Height=3
[CITY13]
Height=3
[CITY14]
Height=3
[CITY15]
Height=2
[CITY17]
Height=5
[CITY18]
Height=4
[CITY21]
Height=2
[CITY22]
Height=2
By Lin Kuei Ominae:
Quote:
Hi
I found some bugs/errors in the art.ini causing some animations not showing up.
In the following list you see the changes/additions i've made to make them work.
In most cases it was just a wrong zadjust value so the building itself was hiding the animation.
art.ini
the [CTDAM] made some more problems
The animations were originally commented out and i couldn't find a solution.
CTDAM_B needs to be made completely new (maybe through color conversion from the original) because the colors and its palette are completely messed up.
you can find a fix for them made by DeeZire on ppm.
-GAPILE has an anim for the small antenna that was not shown (just a flashing pixel). This anim also plays while damaged and thus a flying pixel occurs. To avoid this i added for damage stage "ActiveAnimThreeDamaged=CAARAY_CD" because this is a clear/invisible anim. GAPILE_B originally has no damage anim.
-The CAARAY now shows all animations, for that i added the demandload=true tag to all anims and fixed the loopend tags.
-SILO with 1 pixel sized flashlights at the peaks
-GAPLUG antenna lights and the small radar dish
I found out that some projectile anims aren't played. The proton actually wobbles while flying and the Discus used by the Disc thrower doesn't even had an entry. Thus it had ingame the wrong palette and no anim.
here is what you have to change/add in art.ini
another bug is the small flashlight that is shown trough a building which stands right before the CTWR. For that to fix change the ZAdjust value.
This is also a problem on the Nod powerplants which show their activeanim through a very high building standing in front of them. Though there aren't much buildings high enough for this bug to occur. Anyway here the code
GATECH_AD has "LoopStart=80" instead of "LoopStart=8".
normaly, damaged animations would be played indefinitely and loop till the building ist destroyed or repaired. But due to this mistake, the whole GATECH_A.shp will be played once and then stop playing
theres also a strange thing will NATECH_A, instead of using the first part as ActiveAnimation and the second part as DamagedAnimation, the whole animation will be used as ActiveAnimation (so it has no DamagedAnimation)
here the correct code.
Fixing the waterfall anims, which have a messed up first frame.
for [WA01X] and the other following waterfall entrys (last is [WD04X]), change Loopstart to 1
I found some bugs/errors in the art.ini causing some animations not showing up.
In the following list you see the changes/additions i've made to make them work.
In most cases it was just a wrong zadjust value so the building itself was hiding the animation.
art.ini
Code:
[GAPLUG]
ActiveAnimZAdjust=-100
ActiveAnimTwoZAdjust=-125
[GAPLUG_BD]
PingPong=no;else it ends after a while
[NAHAND]
ActiveAnimTwoZAdjust=-100;antenna flash lights
[GAPILE]
ActiveAnimThreeDamaged=CAARAY_CD;invisible anim
ActiveAnimThreeZAdjust=-75;tiny flashlight on antenna
[GASILO]
ActiveAnimZAdjust=-100
[CAARAY_A]
LoopEnd=16
DemandLoad=true
[CAARAY_B]
LoopEnd=16
DemandLoad=true
[CAARAY_C]
LoopEnd=16
DemandLoad=true
[CAARAY_CD]
LoopEnd=32
DemandLoad=true
[CAARAY_D]
LoopEnd=12
DemandLoad=true
[CAARAY_DD]
LoopEnd=24
DemandLoad=true
[CAHOSP_A]
DetailLevel=2
[CAARMR_A]
DetailLevel=2
ActiveAnimZAdjust=-100
ActiveAnimTwoZAdjust=-125
[GAPLUG_BD]
PingPong=no;else it ends after a while
[NAHAND]
ActiveAnimTwoZAdjust=-100;antenna flash lights
[GAPILE]
ActiveAnimThreeDamaged=CAARAY_CD;invisible anim
ActiveAnimThreeZAdjust=-75;tiny flashlight on antenna
[GASILO]
ActiveAnimZAdjust=-100
[CAARAY_A]
LoopEnd=16
DemandLoad=true
[CAARAY_B]
LoopEnd=16
DemandLoad=true
[CAARAY_C]
LoopEnd=16
DemandLoad=true
[CAARAY_CD]
LoopEnd=32
DemandLoad=true
[CAARAY_D]
LoopEnd=12
DemandLoad=true
[CAARAY_DD]
LoopEnd=24
DemandLoad=true
[CAHOSP_A]
DetailLevel=2
[CAARMR_A]
DetailLevel=2
the [CTDAM] made some more problems
The animations were originally commented out and i couldn't find a solution.
CTDAM_B needs to be made completely new (maybe through color conversion from the original) because the colors and its palette are completely messed up.
you can find a fix for them made by DeeZire on ppm.
-GAPILE has an anim for the small antenna that was not shown (just a flashing pixel). This anim also plays while damaged and thus a flying pixel occurs. To avoid this i added for damage stage "ActiveAnimThreeDamaged=CAARAY_CD" because this is a clear/invisible anim. GAPILE_B originally has no damage anim.
-The CAARAY now shows all animations, for that i added the demandload=true tag to all anims and fixed the loopend tags.
-SILO with 1 pixel sized flashlights at the peaks
-GAPLUG antenna lights and the small radar dish
I found out that some projectile anims aren't played. The proton actually wobbles while flying and the Discus used by the Disc thrower doesn't even had an entry. Thus it had ingame the wrong palette and no anim.
here is what you have to change/add in art.ini
Code:
[TORPEDO]
AnimPalette=yes
AnimLow=0
AnimHigh=2
AnimRate=1
[DISCUS]
AnimPalette=yes
AnimLow=0
AnimHigh=5
AnimRate=1
[CANISTER]
AnimLow=0
AnimHigh=13
AnimRate=1
;unused but in the original mixes (maybe planned for the orcabomber)
[BOMB]
AnimPalette=yes
AnimLow=0
AnimHigh=13
AnimRate=1
;unused but in the original mixes
[PARABOMB]
AnimPalette=yes
AnimLow=8
AnimHigh=12
AnimRate=1
;unused but in the original mixes
[MISSILE]
Trailer=SMOKEY2
Rotates=yes
;unused but in the original mixes
[PATRIOT]
Trailer=SMOKEY
Rotates=yes
AnimPalette=yes
AnimLow=0
AnimHigh=2
AnimRate=1
[DISCUS]
AnimPalette=yes
AnimLow=0
AnimHigh=5
AnimRate=1
[CANISTER]
AnimLow=0
AnimHigh=13
AnimRate=1
;unused but in the original mixes (maybe planned for the orcabomber)
[BOMB]
AnimPalette=yes
AnimLow=0
AnimHigh=13
AnimRate=1
;unused but in the original mixes
[PARABOMB]
AnimPalette=yes
AnimLow=8
AnimHigh=12
AnimRate=1
;unused but in the original mixes
[MISSILE]
Trailer=SMOKEY2
Rotates=yes
;unused but in the original mixes
[PATRIOT]
Trailer=SMOKEY
Rotates=yes
Crimsonum wrote:
the GACTWR_C.shp is messed up. The frames are in wrong order, thus causes the tower to shoot from its side.
copy gtctwr_c, rename it to gactwr_c, and put it into your ecache mix file.
copy gtctwr_c, rename it to gactwr_c, and put it into your ecache mix file.
another bug is the small flashlight that is shown trough a building which stands right before the CTWR. For that to fix change the ZAdjust value.
Code:
[GACTWR]
ActiveAnimZAdjust=-19
ActiveAnimZAdjust=-19
This is also a problem on the Nod powerplants which show their activeanim through a very high building standing in front of them. Though there aren't much buildings high enough for this bug to occur. Anyway here the code
Code:
[NAPOWR]
ActiveAnimZAdjust=-55
[NAAPWR]
ActiveAnimZAdjust=-55
ActiveAnimZAdjust=-55
[NAAPWR]
ActiveAnimZAdjust=-55
GATECH_AD has "LoopStart=80" instead of "LoopStart=8".
normaly, damaged animations would be played indefinitely and loop till the building ist destroyed or repaired. But due to this mistake, the whole GATECH_A.shp will be played once and then stop playing
theres also a strange thing will NATECH_A, instead of using the first part as ActiveAnimation and the second part as DamagedAnimation, the whole animation will be used as ActiveAnimation (so it has no DamagedAnimation)
here the correct code.
Code:
[NATECH_A]
Image=NATECH_A
Normalized=yes
LoopStart=0
LoopEnd=9
LoopCount=-1
Rate=350
Surface=yes
NewTheater=yes
DetailLevel=1
[NATECH_AD]
Image=NATECH_A
Normalized=yes
LoopStart=10
LoopEnd=19
LoopCount=-1
Rate=350
Surface=yes
NewTheater=yes
DetailLevel=1
Image=NATECH_A
Normalized=yes
LoopStart=0
LoopEnd=9
LoopCount=-1
Rate=350
Surface=yes
NewTheater=yes
DetailLevel=1
[NATECH_AD]
Image=NATECH_A
Normalized=yes
LoopStart=10
LoopEnd=19
LoopCount=-1
Rate=350
Surface=yes
NewTheater=yes
DetailLevel=1
Fixing the waterfall anims, which have a messed up first frame.
for [WA01X] and the other following waterfall entrys (last is [WD04X]), change Loopstart to 1
Code:
[WA01X]
Theater=yes
Normalized=yes
LoopStart=1
LoopEnd=8
LoopCount=-1
Rate=220
Flat=yes
DetailLevel=2
DemandLoad=true
ShouldUseCellDrawer=true
Theater=yes
Normalized=yes
LoopStart=1
LoopEnd=8
LoopCount=-1
Rate=220
Flat=yes
DetailLevel=2
DemandLoad=true
ShouldUseCellDrawer=true
By Jabberwoky aka Gangster:
Quote:
[CANISTER] doesnt use a Anim.pal ... it use Unittem.pal. Seems this projectie will requre a fixed artwok aswell.
projectile code fixed (removed AnimPalette=yes key) and in palette.pal converted shp uploaded.
To get the harvester unloading animation to work, simply clone in art.ini the [NAREFN] entry and rename it to [PROC].
You have to add the following lines to the refinery entries in art.ini:
for a more detailed description you can take a look on Aro's post here or visit the tutorial topic at ppm.
projectile code fixed (removed AnimPalette=yes key) and in palette.pal converted shp uploaded.
To get the harvester unloading animation to work, simply clone in art.ini the [NAREFN] entry and rename it to [PROC].
You have to add the following lines to the refinery entries in art.ini:
Code:
PreProductionAnimX=2
PreProductionAnimY=0
PreProductionAnimZAdjust=-75
ProductionAnimX=2
ProductionAnimY=0
ProductionAnimZAdjust=-75
PreProductionAnimY=0
PreProductionAnimZAdjust=-75
ProductionAnimX=2
ProductionAnimY=0
ProductionAnimZAdjust=-75
for a more detailed description you can take a look on Aro's post here or visit the tutorial topic at ppm.
By Chriz:
Quote:
btw, Nod weapon factory is suposted to have an own animation (i made it an active animation, but i can be used as produktion animation)
don't forget to add the animations NAWEAP_A and NAWEAP_AD to rules.ini [Animations] list.
Code:
[NAWEAP]
...
ActiveAnim=NAWEAP_A
ActiveAnimDamaged=NAWEAP_AD
ActiveAnimZAdjust=-119
[NAWEAP_A]
Image=NAWEAP_A
Normalized=yes
NewTheater=yes
LoopStart=0
LoopEnd=15
LoopCount=-1
Rate=400
Surface=yes
DetailLevel=1
[NAWEAP_AD]
Image=NAWEAP_A
Normalized=yes
NewTheater=yes
LoopStart=16
LoopEnd=31
LoopCount=-1
Rate=400
Surface=yes
DetailLevel=1
...
ActiveAnim=NAWEAP_A
ActiveAnimDamaged=NAWEAP_AD
ActiveAnimZAdjust=-119
[NAWEAP_A]
Image=NAWEAP_A
Normalized=yes
NewTheater=yes
LoopStart=0
LoopEnd=15
LoopCount=-1
Rate=400
Surface=yes
DetailLevel=1
[NAWEAP_AD]
Image=NAWEAP_A
Normalized=yes
NewTheater=yes
LoopStart=16
LoopEnd=31
LoopCount=-1
Rate=400
Surface=yes
DetailLevel=1
don't forget to add the animations NAWEAP_A and NAWEAP_AD to rules.ini [Animations] list.
By Machine:
Quote:
When I started modding I found that when I collected a armor powerup the unit didn't get the thicker selection box, it gets when it collects an attack or speed powerup.
I set it to Armor=33,ARMOR,10.0, and set the shares of the other powerups to zero, so I could only get this powerup, I also increased the number of crates, so I could easly get them.
Ingame, I ordered a titan to get a crate, incredibly, it was an armor powerup //sarcasm :biggrin:
then I attacked that Titan with other, the powerupped Titan died with one shot. I also attacke a non-powerupped Titan, it survived more than 1 shot, so infact, the powerupped Titan was weaker.
Then I returned to rules.ini and set the values to:
Armor=100,ARMOR,0.5 ;*; verses multiplier ; armor of nearby objects increased
Ingame I repeated the same steps, but I got different results as I've expected, the powerupped Titan died with twice the number of shots than the non-powerupped, I also saw that the selection box did change when a unit collected an armor powerup.
Code:
[Powerups]
Armor=33,ARMOR,2.0 ; armor of nearby objects increased (armor multiplier)
Armor=33,ARMOR,2.0 ; armor of nearby objects increased (armor multiplier)
I set it to Armor=33,ARMOR,10.0, and set the shares of the other powerups to zero, so I could only get this powerup, I also increased the number of crates, so I could easly get them.
Ingame, I ordered a titan to get a crate, incredibly, it was an armor powerup //sarcasm :biggrin:
then I attacked that Titan with other, the powerupped Titan died with one shot. I also attacke a non-powerupped Titan, it survived more than 1 shot, so infact, the powerupped Titan was weaker.
Then I returned to rules.ini and set the values to:
Armor=100,ARMOR,0.5 ;*; verses multiplier ; armor of nearby objects increased
Ingame I repeated the same steps, but I got different results as I've expected, the powerupped Titan died with twice the number of shots than the non-powerupped, I also saw that the selection box did change when a unit collected an armor powerup.
By GameMaster0000:
Quote:
Obelisk Charging anim is bug too it show all 24 frames of NAOBEL_B before firing instead 12 frames.
this is fixed in artfs.ini from firestorm, due to 3 new lines
Code:
Start=0
LoopStart=0
LoopEnd=12
LoopStart=0
LoopEnd=12
and that's enough to add to make it work. However i've never saw a problem in TS anyway.
By DJB:
Quote:
One of the snow tunnel sets are missing the top overlays. To fix this, you need to add an extra tunnel with overlay and make it non-placeable.
To pass a train under a bridge you need to make the tracks to a tile, since you cannot have two overlays on each other. Otherwise one will delete the other.
To pass a train under a bridge you need to make the tracks to a tile, since you cannot have two overlays on each other. Otherwise one will delete the other.
By Reaper:
Quote:
1) The [Vulcan] weapon used by Mutants ahs the machinegun muzzle flash, however a) Mutants have their own firing frames, and b) they have no PrimaryFireFLH specified, the muzzleflash comes out of their feet.
Simply commenting out the Anim= entry on the [Vulcan] in rules.ini fixes this.
2) The Titan's art.ini entry has a PBarrelLength of 250 AND a PrimaryFireFLH of 250, but the game uses both, so the muzzle flash comes out one barrel-length away from the barrel. Simply set the FLH to 0.
Simply commenting out the Anim= entry on the [Vulcan] in rules.ini fixes this.
2) The Titan's art.ini entry has a PBarrelLength of 250 AND a PrimaryFireFLH of 250, but the game uses both, so the muzzle flash comes out one barrel-length away from the barrel. Simply set the FLH to 0.
Lin Kuei Ominae wrote:
TurretOffset=-16 of the Titan should be set to 0 too.
By SuperJoe:
Quote:
If you look closely, both the GDI and Nod warfactories have some graphical issues when a purchased unit comes out through the door. Some parts of the buildings go missing or change appearance during this time, and the Nod door anim looks screwed up. These shps correct all the graphical problems with warfactories. I also darkened the Nod warfactory remap by 2 since it was clearly brighter than any other Nod building. Just place these shps into ecache02.mix and they will override the default ones. Also, give NAWEAP this key in art.ini to make it appear correctly:
Code:
[NAWEAP]
NormalZAdjust=-10
NormalZAdjust=-10