Posted: Tue Jul 08, 2025 2:01 am Post subject:
TurretAnimX and Y not aligning weapon
TurretAnimX and Y is suppose to be the TurretOffset for buildings, right? It did move the turret but it didn't move the part where the bullet comes from.
An exaggerated example below to show that the bullet still comes from the center of the buillding
You still need to specify the FLH in art.ini... although to your question if it's .shp art then use the canvas to center it where you want by adding whitespace in the opposite direction you want it to move. _________________ http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai QUICK_EDIT
Woops! Forgot to add the art ini code. I already did have the FLH set as you see in the gif. The laser starts further away just centered in the middle when rotating.
G-E wrote:
although to your question if it's .shp art then use the canvas to center it where you want by adding whitespace in the opposite direction you want it to move.
What does this mean? The turret originally was centered where the base building was. Then I changed it to be at the center.
The turret is now rendered at the center of the shp rather than the center of the building. That is why I am using TurretAnimX and Y.
SHP turrets can't be offset, they're fixed to the center of the unit/building. TurretAnimX/Y is used to fix any misalignment of the anim and doesn't effect the turret/FLH. _________________
Ah, good to know! Guess I have to fix some of my building. Good to know before I made any more buildings.
Although, I saw in some mods where they attach a turret to the top of a Contrustion Yard.
Mostly the Soviet ones, was that because it was a voxel that they were able to make an offset? QUICK_EDIT
when rendering keep the building and turret in the same position and keep the
canvas size the same, just move the turret out of the camera view for rendering the
base, then move it back and remove the base and render just the turret _________________ visit my moddb profile for .shp downloads and stuff QUICK_EDIT
if you meant the TurretAnimXY then that was just for a more exagerrated example. So everyone can see better what I meant.
McPwny wrote:
when rendering keep the building and turret in the same position and keep the
canvas size the same, just move the turret out of the camera view for rendering the
base, then move it back and remove the base and render just the turret
I usually just set the "show render" and key them on the outliner so I could let the rendering run straight.
This is to set the head(if there is one), body, remap, and shadow frames for ImageShaper since I learned that it keeps track of the file location and name of the PNGs.
So if say, I replace "Image000" in a folder called "Turret", ImageShaper updates and use the replacement rather than giving an error where the original file no longer exist.
I learned that when just using the original frames in /tmp and the ones in ImageShaper were replaced with the new rendered ones
This has been my method of rendering since I wasn't able to use DonutArnold template. I had been doing it manually.
just move the turret out of the camera view for rendering the
base, then move it back and remove the base and render just the turret
I'd recommend rendering the base as part of the turret, then the turret can cast a shadow over the base as it rotates.
I thought about this, but don't know yet if the turret can have anims on it. The base can have an ActiveAnim on it, but I don't know about the turret. QUICK_EDIT
If you plan to add an active anim to the base then the base should be separate so you can make the different parts render/layer over each other correctly.
The rotating turrets cant have a separate anim tho. Unlike shp units, shp building turrets can't have a firing anim too :/ _________________
The rotating turrets cant have a separate anim tho. Unlike shp units, shp building turrets can't have a firing anim too :/
Checked what you meant and I thought you were referring to infantries. But that's cool that units such as tanks can have FiringAnims.
A turret that can have FiringAnims? That sounds better than infantries . If what I think it does is correct, The unit's firing anim continues to play even when rotating away from the enemy.
So say, if there is a light in front of the tank it could be obscured when facing away from the camera and can appear when the unit's turret rotates to face back.
Is there an example of this in a mod someone created? I want to see what the anim codes for units does in action.
The examples in the art.ini were for the Terror Drone and the Squid. Both of which doesn't really have a turret to see what FiringAnim is a capable of.
Mig Eater wrote:
If you plan to add an active anim to the base then the base should be separate so you can make the different parts render/layer over each other correctly./
Just to be consistent, I'll try to keep the shadows off the base from the turret so nothing feels off when someone else plays.
It would've been like they know something feels different from the different defenses but just couldn't point their finger on it. QUICK_EDIT
There could possibly be another way with dealing with this with Phobos. In Project Phantom, there were tier 4 units that could be built in the buildings tab.
With the new things add to Phobos like the Select Box and the updated Digital Display, there could be a way to just make a unit to use all things exclusive vehicletypes code.
Just have to look into Phobos if there is a way to have ActiveAnim on the base.I know there is the WalkFrames for VehicleTypes but I don't know yet.
Vehicles can also be considered buildings now for some time now in Phobos. So making VehicleType buildings might be the future. I would give more types of anim to be possible.
The Select Box and Digital Display look awesome. Especially the Digital Display. There could be multilayer healthbars, sideways healthbars and so much more.
Could be used for boss health and longer or bigger units. Thanks to the Phobos Team for giving amazing features to expand the game greatly!
Also, there is also the selling and repair part... I don't think that was added yet in Phobos unfortunately... QUICK_EDIT
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