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[DEV] ART.INI Guide
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xgamer
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PostPosted: Wed Sep 17, 2003 6:28 pm    Post subject: [DEV] ART.INI Guide Reply with quote

Well, here's an early version of the ART.INI Guide, using the same format as the rest of DeeZire's RA2 Editing Guides.

Read over and let me know what you think. If you find any problems, let me know on this thread.

The ART.INI Guide

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Kravvitz
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PostPosted: Fri Jan 16, 2004 6:08 pm  Reply with quote

your site seems to be down.

I was wondering if you would please send me a copy (NOT by e-mail) and allow me to host it on my site. Smile

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PostPosted: Sat Jan 17, 2004 5:59 am  Reply with quote

it works fine here and the guide is excelent Smile.
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PostPosted: Sat Jan 17, 2004 12:44 pm  Reply with quote

I like it very much!

Thanks Smile

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PostPosted: Sat Jan 17, 2004 6:17 pm  Reply with quote

The site is back up now. It was down yesterday.

So may I please host a copy on my site, Xgamer?

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PostPosted: Sun Jan 18, 2004 1:08 am  Reply with quote


The Art guide is also hosted at YR Argentina.

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PostPosted: Sun Jan 18, 2004 6:37 am  Reply with quote

I'm sure I've looked through this before and posted comments about what is wrong or needs altering or more information.

Global:

Cameo/AltCameo= use the image xxicon.shp for the missing cameo image.

Remapable= Uses special red indecies within the palette, not pixels. I've never seen this tag actually work either, an image always remaps if it contains these indecies.

NewTheatre= N will denote a NewUrban image in YR as well

Units/Aircraft:

You are missing a number of tags that can be used, but were only ever used on the Reaper in FS. They are used to specify something of a sequence for .shp units.

Buildings:

Foundation= only certain foundation settings are valid, you cannot just use any dimensions and have them work.

ToOverlay= this is not used to make pavement, ToTile= does.

Animation:

PsiWarning= this animation is invisible unless it plays in the radius of a structure that is a psychic sensor. This does not JUST apply to the nuke.

Sticky= I was under the impression that this made an animation stick to a unit and follow it as it moved.

Report= this matches an entry in sound(md).ini and not audio.idx. The sound(s) referenced by sound(md).ini do still have to be in audio.bag though.

DetailLevel= This sets the detail level that the game must be running in to display this animation and is used to switch off anims that take a lot of system power on low spec machines. This is determined on the fly by RA2, but in TS you could set the detail level as an option.
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PostPosted: Sun Jan 18, 2004 5:25 pm  Reply with quote

Thanks Blade. You're right about the Sticky= and Remapable=. I also noticed that Remapable= does not seem to be needed. I noticed it on a few defensive buildings that don't have it yet they still remap.

I've never modded Firestorm, but I have modded Tiberian Sun. What are the tags i'm missing that were used in Firestorm?

Kravvitz: Yes you can host it on your site. The download link works fine.

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PostPosted: Sun Jan 18, 2004 5:52 pm  Reply with quote

Quote:
DetailLevel= This sets the detail level that the game must be running in to display this animation and is used to switch off anims that take a lot of system power on low spec machines. This is determined on the fly by RA2, but in TS you could set the detail level as an option.


Thank you so much for saying that!!

I've had so much trouble with this power plant of mine, the entire image was active anim so on low detail nothing would ever display (except buildup) and it drove me so insane...

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PostPosted: Sun Jan 18, 2004 9:12 pm  Reply with quote

Once you've made the changes (If you havent already) send it to me again & I'll upload it this time. ( Still have your old copy waiting in my web folders.)

I hadn't uploaded it before because Blade had questions / additions to it.

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PostPosted: Sun Jan 18, 2004 10:34 pm  Reply with quote

xgamer wrote:
I've never modded Firestorm, but I have modded Tiberian Sun. What are the tags i'm missing that were used in Firestorm?

Kravvitz: Yes you can host it on your site. The download link works fine.


Thank you. Smile

Read my second post. Razz

Here are some things that I think are unique to TS:FS. I may have missed something, I'm not sure. Would these work in RA2/YR though, since the unique rules code for TS:FS doesn't?

artfs.ini wrote:
[E1Sequence]
Struggle=0,6,0

; Mobile Weapons Factory
[MWAR]
Remapable=yes
Foundation=4x3
Height=2
NormalZAdjust=-10
AnimActive=0,1,0
Buildup=MWARMK
DemandLoadBuildup=true
FreeBuildup=true
DeployingAnim=MWAR_2
DoorAnim=MWAR_D
DoorStages=12
UnderDoorAnim=MWAR_1
NewTheater=yes
BibShape=MWARBB
ActiveAnim=MWAR_A
ActiveAnimZAdjust=-119
ActiveAnimTwo=MWAR_B
ActiveAnimTwoZAdjust=-119
ActiveAnimThree=MWAR_C
ActiveAnimThreeZAdjust=-119

; Deployed Mobile Stealth Generator
[MSTL]
Remapable=yes
Normalized=yes
Foundation=1x1
Buildup=MSTLMK
DemandLoadBuildup=true
Height=1
FreeBuildup=true
ActiveAnim=MSTL_A
ExtraLight=-100

[DEFENDER]
WalkFrames=8
FiringFrames=12
Voxel=no
Remapable=no
PrimaryFireFLH=200,-200,450
SecondaryFireFLH=200,200,450
FiringSyncFrame1=8
FiringSyncFrame2=3
StartStandFrame=0
StartWalkFrame=8
StartFiringFrame=72
Facings=8


; Cyborg reaper
[REAPER]
Cameo=REAPICON
Facings=8
WalkFrames=12
StandingFrames=1
FiringFrames=0
DeathFrames=13
DeathFrameRate=3
StartWalkFrame=8
StartStandFrame=0
StartDeathFrame=104
MaxDeathCounter=64

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PostPosted: Mon Jan 19, 2004 6:10 am  Reply with quote

I know that the stuff from the Defender and Reaper work (well, not sure about the FireSyncFrames). I also think the ExtraLight works (though what it does exactly I don't know), but I don't know about the door stuff...this is interesting though since the TS factories all used door opening animations (it wasn't just open and then magically closed again). Struggle= probably doesn't since 1. The web type weapon effect on infantry doesn't work (I wish it did though, would be nice for civilian riot troops) 2. The sequence wasn't even used by FS, but a generic animation was instead.
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PostPosted: Mon Jan 19, 2004 9:44 pm  Reply with quote

Blade wrote:
The sequence wasn't even used by FS, but a generic animation was instead.


really?

yes, it would definitely be nice to have TS:FS stuff in RA2/YR.

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PostPosted: Sat Jan 24, 2004 3:42 pm  Reply with quote

I've added/updated to the guide. However I would like to know what each of those FS tags do before I add any of them. Also, does anyone know ALL the valid Foundation= sizes?
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PostPosted: Sat Jan 24, 2004 9:53 pm  Reply with quote

Here is Smiffgig's list of valid sizes for TS. There may be a few more for RA2/YR, I don't know.

Attachment:
 Filename:  valid structure foundation values.txt
214 Bytes :: Downloaded 159 Time(s) :: [ Download ]


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