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
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
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
\EDIT
QUOTE (Jabberwoky aka Gangster @ May 16 2008, 04:24 AM)

[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.
canister.zip ( 529bytes )
Number of downloads: 2695\EDITEND
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
for a more detailed description you can take a look on Aros post
here or visit the tutorial
topic at ppm.
QUOTE (Chriz @ Jan 21 2007, 09:48 PM)

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)
[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
don't forget to add the animations NAWEAP_A and NAWEAP_AD to rules.ini [Animations] list.
QUOTE (Machine @ Jan 22 2007, 08:06 PM)

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.
...
[Powerups]
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.
QUOTE (Chriz @ Feb 23 2007, 07:50 PM)

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 :wacko:
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
and again don't forget to add these two, to the rules.ini [Animations] list
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
Component tower bugs.
QUOTE (Yuri 08 @ May 11 2008, 05:56 AM)

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 and rename it to gactwr_c or download it
hereanother 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
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
QUOTE (GameMaster0000 @ May 11 2008, 04:55 AM)

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
and that's enough to add to make it work. However i've never saw a problem in TS anyway.
GARADR and NASTLH damage anim fixes.
They have a problem due to the messed up PingPong= key. The only solution is to remove this key and add the backwards anim to the normal shp and also create separate shps for the damage anims.
Download the zip and add the fixed anims to your TS:
radrstlh.zip ( 95.85K )
Number of downloads: 2544Then change the art.ini code of the building anims to the following
CODE
[GARADR_A]
NewTheater=yes
Normalized=yes
LoopStart=0
LoopEnd=27
LoopCount=-1
Rate=220
Surface=yes
PingPong=no
[GARADR_AD]
NewTheater=yes
Normalized=yes
LoopStart=0
LoopEnd=27
LoopCount=-1
Rate=180
Surface=yes
PingPong=no
; Active animation for stealth generator
[NASTLH_A]
Normalized=yes
LoopStart=0
LoopEnd=5
LoopCount=-1
Rate=350
Surface=yes
PingPong=no
NewTheater=yes
DetailLevel=1
; Damaged active animation for stealth generator
[NASTLH_AD]
Normalized=yes
LoopStart=0
LoopEnd=5
LoopCount=-1
Rate=220
Surface=yes
PingPong=no
NewTheater=yes
DetailLevel=1
The damage stage for the Silo fill anim isn't played. It uses the normal stage anim for this too.
just add to GASILO_AD the key Start=4
CODE
; Tiberium silo fill animation
[GASILO_AD]
Image=GASILO_A
Normalized=yes
Start=4
Rate=0
Surface=yes
NewTheater=yes
The harvester harvesting anim wasn't played in unittem.pal. Thus converted into anim.pal.
Download:
harvestr.zip ( 2.4K )
Number of downloads: 2779Add the SHP to your TS and watch the much better looking anim.
This post has been edited by Lin Kuei Ominae: Jun 11 2008, 12:03 PM