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Tested, there's no Y-offset on animations. |
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|ares=yes | |ares=yes | ||
}} | }} | ||
States if this [[BuildingTypes|building]]+[[animation]]+[[Image]] lays flat on the ground. Decide whether the [[ZAdjust|Z-depth]] is laid out in the northwest direction on the plane or in the upward direction in space. The specific algorithm can be found in the coordinate system of a RA2DIY forum post linked in the See Also section at the bottom of the [[ZAdjust]] page. | States if this [[BuildingTypes|building]]+[[animation]]+[[Image]] lays flat on the ground. Decide whether the [[ZAdjust|Z-depth]] is laid out in the northwest direction on the plane or in the upward direction in space. The specific algorithm can be found in the coordinate system of a RA2DIY forum post linked in the See Also section at the bottom of the [[ZAdjust]] page. | ||
On animations, this flag disables the animation's [[shadow]] (note that in {{ts}}, animations cannot have shadows anyway). | |||
The attack height (the height set by the [[FLH]] tag) affects the <b>Flat</b> tag if the <b>H</b> value (from [[FLH]]) is a negative value that will affect the height of the animation. The more negative The animation will be much lower (only <b>H=-1</b> to <b>H=-9</b> is supported. Values greater than <b>9</b> will Make the animation disappear and heard only the sound)<br>[[File:H=-9.png]]<br><h3><b>H=-9</b></h3><br>The {{f|Tiled|yes|link}} tag destroys changes made to <b>H</b> values.<br>tag [[YDrawOffset]] can compensate for changed <b>H</b> values The value inside the [[YDrawOffset]] tag must be negative equal to the negative <b>H</b> value. Example: <b>H=-9</b> {{f|YDrawOffset|-9|link}} | The attack height (the height set by the [[FLH]] tag) affects the <b>Flat</b> tag if the <b>H</b> value (from [[FLH]]) is a negative value that will affect the height of the animation. The more negative The animation will be much lower (only <b>H=-1</b> to <b>H=-9</b> is supported. Values greater than <b>9</b> will Make the animation disappear and heard only the sound)<br>[[File:H=-9.png]]<br><h3><b>H=-9</b></h3><br>The {{f|Tiled|yes|link}} tag destroys changes made to <b>H</b> values.<br>tag [[YDrawOffset]] can compensate for changed <b>H</b> values The value inside the [[YDrawOffset]] tag must be negative equal to the negative <b>H</b> value. Example: <b>H=-9</b> {{f|YDrawOffset|-9|link}} | ||
Revision as of 11:03, 14 March 2025
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Flag: | Flat |
File(s): | art(md).ini |
Values: | Boolean values: yes or no, true or false, 1 or 0 |
Default: | no |
Applicable to: | BuildingTypes,Animations,Image |
States if this building+animation+Image lays flat on the ground. Decide whether the Z-depth is laid out in the northwest direction on the plane or in the upward direction in space. The specific algorithm can be found in the coordinate system of a RA2DIY forum post linked in the See Also section at the bottom of the ZAdjust page. On animations, this flag disables the animation's shadow (note that in Tiberian Sun, animations cannot have shadows anyway).
The attack height (the height set by the FLH tag) affects the Flat tag if the H value (from FLH) is a negative value that will affect the height of the animation. The more negative The animation will be much lower (only H=-1 to H=-9 is supported. Values greater than 9 will Make the animation disappear and heard only the sound)
H=-9
The Tiled=yes tag destroys changes made to H values.
tag YDrawOffset can compensate for changed H values The value inside the YDrawOffset tag must be negative equal to the negative H value. Example: H=-9 YDrawOffset=-9
Note
"and has code for disabling the animation's shadow (in TS animation shadows don't work anyway)"
- In fact, the shadow logic on this tag still works. The actual shadow color will not work. But if you try adding other colors to the shadows. Shadow colors will work as normal.
- The Flat tag has side effects. When used with large animations or animations that are too tall
- Shadows of images defined in the Projectile section will be displayed normally.
Bugs/Side-Effects/Unexpected Limitations
- If Projectile has Image=Voxel x any Then Voxel x have Flat=true in the Art.ini or Artmd.ini section will cause Voxel to not work efficiently
According to the video below
https://www.youtube.com/watch?v=bwB6BhmGX6g
- If the vehicle animation Voxel is currently playing. while the unit is tilting will produce strange results.