Posted: Tue Mar 30, 2021 4:04 pm Post subject:
8 garrisonable civ buildings
Subject description: alpha lights included
i have made 8 civilian buildings for ra2 which use ares logic for the foundations.
chose which ones you would like, or use the tags Image= and AlphaImage= to control them on a per-map basis.
seems that the bottom most building in the set has invisible rubble, and the top most has a weird garrison exit location.
sorry about that. just another reason to scream at the poor ares devs.
Buildings need to have its 0,0 cell occupied to make the game recognize its position, or it won't have idea on where to put the rubbles, I guess.
btw, animations like those attached by AEs, or the repair wrench when repairing, will always be displayed in 0,0 cell of the target building, so there might be some specific requirements for the 0,0 cell for the engine to handle it.
The alphalight is excessive, would look more interesting with a small one around the lamp base, maybe with shadow lines from the housing to give them complexity.
The buildings are great, although personally I'd give them pavement foundations, perhaps with parking spots in the rear, so that you can create a courtyard parking lot with a full square of them. _________________ http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai QUICK_EDIT
The alphalight is excessive, would look more interesting with a small one around the lamp base, maybe with shadow lines from the housing to give them complexity.
The buildings are great, although personally I'd give them pavement foundations, perhaps with parking spots in the rear, so that you can create a courtyard parking lot with a full square of them.
Yeah, for vanilla YR/RA2 it'd be nice, or perhaps the courtyard with benches, bushes, playground and/or bicycle shelter QUICK_EDIT
Virgil- it does have a tile in the center but doesnt render rubble anyways. the rubble still exists as unbuildable tiles but not as an image. i dont know why
DonutArnold- i cant take screenshots of the game.
G-E- alphalights dont have damage frames so it wont work. feel free to paste in softer alphalights, and remember that you can just put the building on top of concrete
TAK02- yep the middle tile is now occupied by the lamp solving targeting issues. _________________ visit my moddb profile for .shp downloads and stuff QUICK_EDIT
it does have a tile in the center but doesnt render rubble anyways. the rubble still exists as unbuildable tiles but not as an image. i dont know why
No, 0,0 is the top tile. Coordinates for building foundation is calculated from top-right (north, direction 0 in map editor) and top-left (west, direction 192), while for FLH, TurretOffset and dock positions it is calculated from building center. QUICK_EDIT
McPwny, as usual, great professional work! Since you started mass-production of those structures, SHP forum got richer
I wonder what other goodies you have for us! _________________ PPM Halloween Season 2021 QUICK_EDIT
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