Author Topic: Design Window re-do  (Read 5088 times)

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Offline Dio

Design Window re-do
« on: August 30, 2013, 07:23:58 PM »
I am attempting to get the weapon animations working in the design shop under Yitzi's most recent unofficial patch. So far, no luck but that could change.
« Last Edit: August 31, 2013, 02:57:14 AM by Dio »

Offline Dio

Re: Weapon Animations
« Reply #1 on: August 30, 2013, 07:34:49 PM »
Odd... This only happens with particle impactors.

Offline Dio

Re: Weapon Animations
« Reply #2 on: August 30, 2013, 07:42:12 PM »
How about this?

Offline Dio

Re: Weapon Animations
« Reply #3 on: August 30, 2013, 09:04:03 PM »
I do not know how to add the ability to make them move 1 frame each time you change windows. I do know what makes certain other caviar parts move frame by frame.

Offline Geo

Re: Weapon Animations
« Reply #4 on: August 30, 2013, 09:13:46 PM »
The Particle Impactor seems to be the only weapon with that particular kind of animation. Perhaps that's why whatever you tried only works in the workshop.

Offline Yitzi

Re: Weapon Animations
« Reply #5 on: August 30, 2013, 09:28:59 PM »
Is this something that works with earlier patches?  If so, if you describe what you're doing and what happens I might be able to investigate.  If not, then it's a graphics issue and not something I can deal with.

Offline Dio

Re: Weapon Animations
« Reply #6 on: August 30, 2013, 09:41:15 PM »
What I did is change push value at addresses 004c2ea3 and 004c2ef0.

Okay first all moving animations contain the data segment 008E9F50 which you can search for. Second, the procedure for weapon graphics starts at 004C2CF0. Lastly, you will want to definitely take a look at the prodecure where the caviar files are. The caviar prodecure starts at address 00451030.

Step 1: change push 0 to push a number
Step 2: done except for the fact that the animation does not change.
« Last Edit: August 30, 2013, 11:53:54 PM by Dio »

Offline Yitzi

Re: Weapon Animations
« Reply #7 on: August 30, 2013, 10:59:43 PM »
That's useful for when someone is modding the graphics, but that's not on my priorities.

If you're doing it, PM me the segments you're changing and the hex value of the changed area, and I can include it in my next patch just so that we don't overwrite each other.

Offline Dio

Re: Weapon Animations
« Reply #8 on: August 30, 2013, 11:12:30 PM »
Okay I understand.

Offline Dio

Re: Weapon Animations
« Reply #9 on: August 30, 2013, 11:18:56 PM »
I could make an alternate chassis for infantry if anyone is interested.

Offline Geo

Re: Weapon Animations
« Reply #10 on: August 30, 2013, 11:53:33 PM »
I could make an alternate chassis for infantry if anyone is interested.

For the alien colony pod?  8)
(basically I have use of the alien colony pods using the same parts as the human one - crawler chassis, pod housing, and the colony 'tank').


Offline Dio

Re: Weapon Animations
« Reply #11 on: August 31, 2013, 12:00:12 AM »
I could make an alternate chassis for infantry if anyone is interested.

For the alien colony pod?  8)
(basically I have use of the alien colony pods using the same parts as the human one - crawler chassis, pod housing, and the colony 'tank').



Unfortunately the caviar parts for alien colony pods and human colony pods are in a single file. The reason they need only one file for all of those is because they use the same base chassis parts and then a single caviar file is added for a equipment. For example, their is a single section where it assembles the infantry equipment chassis tread, body, and support. This section is used in all the equipment sections where they simply add single piece to the base chassis.

 In other word, no I can not make a new alien colony pod because it is a single piece. However, I can diassemble the infantry construct that appears in the weapon design window.

Offline Dio

Re: Weapon Animations
« Reply #12 on: August 31, 2013, 12:04:23 AM »
I am also going to post my helpx file that will provide an example of how to make weapon and armor types appear in the datalinks.

Offline Geo

Re: Weapon Animations
« Reply #13 on: August 31, 2013, 12:08:46 AM »
My tinkering has shown me the aliens use only one .cvr for their infantry colony pod, while the humans use an assembly of the crawler chassis (in itself 3-4 parts IIRC), the pod module (weapon .cvr so to speak), and a 'body' which you can compare with the alien .cvr file.
I know that the other chassis' use the same general assembly, but not for infantry pods...
Unless I'm completely misunderstanding you?

Offline Dio

Re: Weapon Animations
« Reply #14 on: August 31, 2013, 12:25:59 AM »
Their is a single base chassis for human infantry equipment (land unit with 1 movement). The equipment that use this single chassis are terraformers, colony pods, supply transports, and Troop Transports. All of these equipment pieces use the same base chassis except that each of them add one or two unique caviar piece to that base chassis. You can view the base equipment chassis in game by changing a weapon or equipments offense mode to 4.

Let me tell what caviar files are used to make each infantry equipment (Land movement 1):

Base Chassis: VB.CVR + VBp.cvr + VCL.cvr + VCLT00.cvr + VLIGHTS.cvr

Colony Pods: Base Chassis + Drop.cvr + Droplet.cvr

Terraformers: Base Chassis + VT.cvr + WVNTu.cvr

Supply Transport: Base Chassis + VWNST.cvr

Troop Transport: Base Chassis + VWNTT.cvr

 

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