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Anim palette problem.
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chr0nicz420
Jumpjet Infantry


Joined: 10 Feb 2016

PostPosted: Thu Apr 23, 2020 8:53 pm    Post subject:  Anim palette problem. Reply with quote  Mark this post and the followings unread

I've used CustomPalette on art.ini but it doesn't work. The weirder thing is its palette is only anim.pal. I've also used AnimPalette=yes but it doesn't work either.



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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Apr 23, 2020 11:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

Try ShouldUseCellDrawer=false for the activeanim to use anim.pal

AnimPalette is for projectile art only, it doesn't work for animations.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Fri Apr 24, 2020 9:28 am    Post subject: Reply with quote  Mark this post and the followings unread

Building anims can't have their own individual custom palettes, they will use the same palette as the building they're attached too.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Apr 24, 2020 12:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

You mean ShouldUseCellDrawer=false (to use anim.pal for ActiveAnim) works only in TS but not anymore in RA2/YR?

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Fri Apr 24, 2020 3:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

It works the same way for RA2/YR as in TS. By using ShouldUseCellDrawer=false, anim.pal could be used for ActiveAnim while the building is in unit*.pal (or custom Palette= with Ares).

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Fri Apr 24, 2020 7:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

Never heard of ShouldUseCellDrawer before so I couldn't comment on it. But I know from experience that Ares's CustomPalette doesn't work in the way he was trying.

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Sat Apr 25, 2020 2:43 am    Post subject: Reply with quote  Mark this post and the followings unread

We just had a thread about this when I had this trouble with a blinking light Smile

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Sat Apr 25, 2020 6:37 am    Post subject: Reply with quote  Mark this post and the followings unread

Can confirm ShouldUseCellDrawer=false works when on the ActiveAnim(s) and makes them use anim.pal instead of unit*.pal with Ares.

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