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{{flag|files={{Categ|Art(md).ini}}|values=boolean|ra2=yes|yr=yes|rp=yes|xgamer=yes}}[[Category:Gameslist not complete]]
{{flag
Determines whether or not the animations attached to this object should be regulated so that they animate at a constant speed. Normally used on buildings only because Infantry and Vehicles do not usually have extra animations attached to them.
|files={{Categ|Art(md).ini}}
|values={{values|boolean}}
|types={{Categ|Animations}}
|default=no
|games
|ts=yes
|fs=yes
|ets=yes
|ra2=yes
|yr=yes
|rp=yes
|xgamer=yes}}
If set, this animation's speed will be modified depending on your Game Speed setting to make it play at the same perceived speed.
 
{{:Animation_Durations}}

Latest revision as of 19:26, 28 June 2009

Tiberian Dawn The Covert Operations Red Alert Counterstrike Aftermath Tiberian Sun Firestorm HyperPatch Red Alert 2 Yuri's Revenge Ares Generals Zero Hour Tiberium Wars Kane's Wrath
Flag: Normalized
File(s): Art(md).ini
Values: Boolean values: yes or no, true or false, 1 or 0
Default: no
Applicable to: Animations

This entry was copied from XGamer's Red Alert 2 ART.INI Guide for the sake of completeness. As it is not our intention to rip off XGamer's work, this article is subject to a re-write and update with the latest community knowledge.

For further information, please read Inclusion of ART.INI Guide.



If set, this animation's speed will be modified depending on your Game Speed setting to make it play at the same perceived speed.

Animation durations are determined at the animation's creation time:

  • First, the time in frames it will take to finish (let's call it T) is equal to the animation's Rate setting.
  • If the animation has a valid RandomRate=x,y specified, T is set to a random number between x and y.
  • If Normalized=yes is set on this animation, T is recalculated according to a formula:
    • If T is larger than 5 (the most common case), it's recalculated to equal (8 * T / Game Speed) (on the scale of 1 through 6).
    • If it is between 1 and 4 frames inclusive, the game applies hardcoded multipliers instead, which are not clear at this time.

The resulting T is the duration in frames that this animation will last.