Originally posted by SMIFFGIG:

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This tutorial is rated 2 star **

Important note
Due to certain issues twinkling tiberium can only be used for single player mods/maps -See Known Issues

Tiberium Twinkle (Single Player Only) **
As minor as it maybe, simple effects like Tiberium twinkle add great eyecandy to any game, as seen in RA2 and RA1
For some reason this effect was excluded from TS by default by like many other things the leftover animations are still left in the conquer.mix from RA1

Step 1
Firstly convert the TWNK1 TWNK2 and TWNK3 .shp's to the anim.pal.

Step 2
Then add them to the animations list in the rules.ini e.g.
CODE
296=TWNK1
297=TWNK2
298=TWNK3


Step 3
Assign the animation to the tiberium e.g.

CODE
[TIB01]
Name=Tiberium Riparius
Tiberium=yes
LegalTarget=false
RadarInvisible=false
CellAnim=TWNK1


I assigned TWNK2 to TIB02, TWNK3 to TIB03, TWNK1 to TIB04 etc

Step 4
Now we need to add the code for these animations to the art.ini
With some playing around with the loop delays and what not I came up with this code for best effect

CODE
[TWNK1]
LoopStart=0
LoopEnd=5
LoopCount=-1
Rate=100
DetailLevel=2
RandomLoopDelay=120,300
RandomRate=150,250
Theater=no
Normalized=yes
AltPalette=yes
IsAnimatedTiberium=yes
Surface=yes
YDrawOffset=-25
UseNormalLight=yes
Surface=yes
Flat=yes

[TWNK2]
LoopStart=0
LoopEnd=4
LoopCount=-1
Rate=100
DetailLevel=2
RandomLoopDelay=120,300
RandomRate=150,250
Theater=no
Normalized=yes
AltPalette=yes
IsAnimatedTiberium=yes
Surface=yes
YDrawOffset=-25
UseNormalLight=yes
Surface=yes
Flat=yes

[TWNK3]
LoopStart=0
LoopEnd=4
LoopCount=-1
Rate=100
DetailLevel=2
RandomLoopDelay=120,300
RandomRate=150,250
Theater=no
Normalized=yes
AltPalette=yes
IsAnimatedTiberium=yes
Surface=yes
YDrawOffset=-25
UseNormalLight=yes
Surface=yes
Flat=yes


Known Issues!
Heres the catch people, because there are so many animations taking place constantly, TS doesnt seem to be able to handle syncronization in multiplayer games and a re-connection error will happen around 2mins into the game.

Also your sync log will look mainly like this

CODE
Object 504: 6e60366 Anim    (Type:7(TWNK1)) Owner: NONE
Object 505: 6e60380 Anim    (Type:7(TWNK1)) Owner: NONE
Object 506: 6e603b3 Anim    (Type:7(TWNK1)) Owner: NONE
Object 507: 6e60480 Anim    (Type:267(TWNK2)) Owner: NONE
Object 508: 6e60499 Anim    (Type:267(TWNK2)) Owner: NONE
Object 509: 6e604b3 Anim    (Type:7(TWNK1)) Owner: NONE
Object 510: 6e604cc Anim    (Type:267(TWNK2)) Owner: NONE
Object 511: 6e604e6 Anim    (Type:7(TWNK1)) Owner: NONE
Object 512: 6e60500 Anim    (Type:267(TWNK2)) Owner: NONE
Object 513: 6e6054c Anim    (Type:7(TWNK1)) Owner: NONE
Object 514: 6e60566 Anim    (Type:7(TWNK1)) Owner: NONE
Object 515: 6e60580 Anim    (Type:7(TWNK1)) Owner: NONE
Object 516: 6e605b3 Anim    (Type:267(TWNK2)) Owner: NONE
Object 517: 6e605cc Anim    (Type:267(TWNK2)) Owner: NONE
Object 518: 6e60980 Anim    (Type:7(TWNK1)) Owner: NONE
Object 519: 6e60999 Anim    (Type:7(TWNK1)) Owner: NONE
Object 520: 6e609b3 Anim    (Type:7(TWNK1)) Owner: NONE


Final Note
Experiment, I played around with this a long time ago and there maybe work arounds... maybe try adding the anim to only 3 or 1 types of tiberium and/or add longer loopdelays

Thats all for now and I hope someone will find this tutorial intruiging if nothing else wink1.gif