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Missing & Damaged Buildings in FA ?
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adamstrange
Tiberian Fiend


Joined: 07 Mar 2013

PostPosted: Mon Nov 16, 2020 3:52 am    Post subject:  Missing & Damaged Buildings in FA ? Reply with quote  Mark this post and the followings unread

There are lots of buildings and objects that are missing or damaged in Final Alert.

I remember many years ago creating some buildings for sudden strike with Paint Shop Pro and trying to go about getting them in game.

Is there a way that I can do this by taking existing buildings [cut, copy & paste]

and use these to replace those missing ones ?

Or I can create them and an experienced modder could insert them into the editor.



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buildings.png



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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Mon Nov 16, 2020 9:54 am    Post subject: Reply with quote  Mark this post and the followings unread

That pinkish building in the first shot is supposedly the "Woolworth Building" in NY. It's supposed to use citytem.pal if it is Woolworth.
Else it'll also look good in citysno.pal

It has no garrison frames, no damage frames.
So you can't really use it without some modifications to the *newy05.shp

I like what you did in second shot.

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Virgil
Stealth Laser Trooper


Joined: 22 Jul 2018

PostPosted: Mon Nov 16, 2020 10:36 am    Post subject: Reply with quote  Mark this post and the followings unread

There are a few buildings that seems to be remaining parts from early developed builds, like the one in the first screenshot. Named city01~04, plus this newy05.
No damaged frame, no garrison frame, using different city***.pals, not named like RA2 civilian buildings etc.

I believe you can use Tools - Drawing - ColourReplace - Pallete Coversion to make copies using proper RA2 palletes, but the damage frame and garrison frame would require some works.
btw, MO already used two of them as special mission buildings, so it shouldn't be too difficult if you just want to put them into use.

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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Mon Nov 16, 2020 11:37 am    Post subject: Reply with quote  Mark this post and the followings unread

My advanced rubble release also has fixed palettes for those buildings in city*.pal and a garrison frame for CANEWY05 (no damaged frame unless I get extremely bored) and a bunch of other miscellaneous fixed buildings, just only put the artmd.ini code for CANEWY05 into your artmd.ini and it won't use the rubble, only fix palettes for existing buildings.

_________________
"Don't beg for things; Do it yourself or you'll never get anything."

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Mon Nov 16, 2020 9:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

What he's asking is how to see the broken assets in FA2, that requires editing the fadata.ini and removing all the "ignore" values.
Code:

; things only FinalAlert will ignore
; these are usually all dummies and leftovers from TS
[IgnoreRA2]
1=SMON
2=CMON
3=DeathDummy
4=WEEDGUY
5=GADUMY
6=CAKRMW

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http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai

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