QUOTE (Nods Viper @ Feb 5 2007, 03:56 AM)

Very very nice LKO, i love this thing already, mind if i use this in my mod too please?
I have problems to understand this sentence right.
(german school english
; the word order is strange to me, especially the word mind doesn't makes sence to me) Do you ask if you could use this? If so, of course. It's for all and for free as long as you credit me if you release the mod.
@Ixith, ORCACommander, Team Black
i already used spheres in 3dsmax to cut out the craters from the building. I don't know in which way i can make it look more damaged due to weapon fire. Would it be better if i lay some kind of fog or transparent textured planes over the building so it looks on some areas darker and more dirty. I have no idea how i can else achieve the weapon damage with 3dsmax.
@Bittah Commander
to foundation buildup
i already use 50 frames for the buildup. so i cant add more without causing some graphical problems while the anim is showed ingame. But i think i can make it grow (like the gaweapmk) while the main building is coming up.
to press activeanim
i already tried around with the zadjust values. As you can see the problem only exists while the unit is coming out. If you now move any unit in front of the anim, the unit covers the anim in a correct way.(even if it stands on the bib, showed when the annihilator turns east)
If i would lower the zadjust value the anim wouldn't be shown anymore, because the building covers it. But it is shown as soon as a new unit is coming out, because the anim is on the same place where the MECHFACT_1 shp is placed. And while a unit is build the _1 shp (like for naweap or gaweap too) is always used for the background, so the unit that is coming out definitely covers it and is on top. The _2 frame is for the part of the building that covers the unit. (the roof)
And due to the fact that the building uses _1 and _2 shps for the leaving phase, the active anim is now showed. It makes a good production anim
(because only showed while a unit leaves the factory) but doesn't helps in my case.
QUOTE (Bittah Commander @ Feb 5 2007, 12:06 PM)

The only way (I can think of) to solve this problem is by simply exactly removing the pixels of the building on exactly the spot wher the animation is supposed to play. Now to prevent a hole from appearing at certain moments, you'll have to add the part you cut out from the building to the bib... There's only one drawback; the bib doesn't have a damage frame, meaning that part of the building should look exactly the same in the normal and damaged state.
hmm assuming i raise the zadjust that much, that it works while the unit leaves the factory, all units that are standing behind the pressanim would then cover it, what they shouldn't do if standing behind.
btw bibs do have a damage frame
This post has been edited by Lin Kuei Ominae: Feb 5 2007, 12:42 PM