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Moving AlphaImage Afterimage
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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Sun Jul 28, 2019 9:45 am    Post subject:  Moving AlphaImage Afterimage Reply with quote  Mark this post and the followings unread

I already save it as compression 1. It's all good when the unit is on land but it starts to create afterimages when the unit is flying.




2.png
 Description:
on land
 Filesize:  102.72 KB
 Viewed:  1401 Time(s)

2.png



.png
 Description:
flying
 Filesize:  395.05 KB
 Viewed:  1401 Time(s)

.png



ybmzzla.shp
 Description:
the shp

Download
 Filename:  ybmzzla.shp
 Filesize:  720 Bytes
 Downloaded:  9 Time(s)


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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Jul 28, 2019 10:49 am    Post subject: Reply with quote  Mark this post and the followings unread

Dear crystal ball on the wall, let me see how his code looks like...

btw, works fine in TS, even without Ares Very Happy

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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Sun Jul 28, 2019 3:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yeah alphaimages assigned to unit directly and not given by 'weapon' like LKO light are probably best left for 'slower' land units as aerial units move too fast and it won't erase/refresh the screen quick enough leaving trails and the refresh issues are pretty known issue with it. Nothing you can do about it.

BTW, the image is wrongly made with dark shadow bottom if intent was for it to just add light which seems idea was.

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tomsons26lv
Cyborg Artillery


Joined: 30 Dec 2009
Location: Latvia

PostPosted: Sun Jul 28, 2019 3:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

It's by design, AlphaImage's weren't supposed to move, or change much, hence they made them redraw lazily.

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Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Sun Jul 28, 2019 7:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
Dear crystal ball on the wall, let me see how his code looks like...

btw, works fine in TS, even without Ares Very Happy


Can a negative alpha light be used to fake rotor?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Jul 28, 2019 9:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

unfortunately no.
a) it's attached to the weapon and starts when it's fired. There is no way in TS to permanently attach/show it
b) it can't be animated
c) IIRC it's an engine generated alpha light using OneFrameLight=yes
link to old research topic

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X-Mech Calendar (28 Mechs for GDI and Nod)
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