Weird Art.ini coding (If I ever meet those coders...) - Printable Version +- Renegade Projects Network Forums (https://forums.renegadeprojects.com) +-- Forum: Modding (https://forums.renegadeprojects.com/forumdisplay.php?fid=3) +--- Forum: Red Alert 2 & Yuri's Revenge Editing (https://forums.renegadeprojects.com/forumdisplay.php?fid=8) +--- Thread: Weird Art.ini coding (If I ever meet those coders...) (/showthread.php?tid=315) |
Weird Art.ini coding (If I ever meet those coders...) - DCoder - 10.07.2006 I was bored and decided to try and add something to the art coding corrections Cannis was doing for the UMP (started here). I have hardly any art coding experience, so I set up a test: a SHP file where each frame contains a number in 250px tall font, equal to the frame's index. So frame #0 contains "0", frame #1 contains "1", etc. Then, added this art code (only relevant bits to save space) : Code: [CAD] Then, assigned these as active anims to GAPILL, NASAM, and GAGAP respectively, so there was no interference between them. I was rather surprised by the results... Code: CAD : "1 2 3 4 3 4 3 4 ..." If I'm interpreting this correctly, then:
Can anyone confirm / deny these theories? RE: Weird Art.ini coding (If I ever meet those coders...) - VK - 10.07.2006 I will look it in GAMEMD.EXE RE: Weird Art.ini coding (If I ever meet those coders...) - Beowulf - 10.07.2006 Cannis' changes work. I implemented them myself and I've tested it. LoopEnd seems to be 0-based like everything else. I've added my own stuff in there and it runs that way for me with no display issues or jumpy frames. RE: Weird Art.ini coding (If I ever meet those coders...) - DCoder - 11.07.2006 * DCoder is an idiot. OK, scratch that Cannis part, his changes actually work exactly as my interpretation suggests they should... Sooo, this thread is here only to document Westwood's irrational coding style. YET AGAIN. |