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#21 BobingAbout

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Posted 04 November 2003 - 07:26 PM

you might be able to make an overlay thats a track for the gates.  Units would go over that, and it would look better.


if it were on a costom map, you could build the overlay strigt into the map, but i supose its more of a terain tile, as for building them yourself, i don't think its possible, i tried some stuff for it before.
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#22 shadowfx78

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Posted 04 November 2003 - 07:51 PM

tmapm that would be great could you do that as well as the art entries if you can.

Thanks a bunch

#23 BobingAbout

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Posted 04 November 2003 - 08:38 PM

if you mean about the overlays, thats not really my field, but i can give it a go after i finish all 8 gates.

as for rules, I'll supply them once i finish my gates anims, trying to include all possible additions, such as speed if possible.


anyway, here be the fixed soviet gate A together with the old 1 for comparison.
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#24 BobingAbout

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Posted 04 November 2003 - 10:05 PM

and heres the animated version.
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#25 MMk4C01

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Posted 05 November 2003 - 12:26 AM

don't the codes

CanHideThings=False
CanBeHidden=False

work?
thats what works for me
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#26 BobingAbout

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Posted 05 November 2003 - 06:17 PM

thye don't work on gates, and anyway, those things are used for another logic, theres a logic where tall buildings can hide anything behind it, and those codes are used to determine what can hide things, and what can be hidden, and then theres an option that turns on show hidden objects, and anything that can be hidden behind something that can hide things shows up with 4 rotating pointers at its base.
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#27 BobingAbout

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Posted 20 January 2004 - 12:42 AM

OK, i had several attempts at a yuri gate, this is what i finnaly came up with when soemone sugested that they open psichicly rathern than phisically, the problem with standard gates with yuri is that the yuri wall is so plain yet complex, thats theres nothing there to work with.

this is just the idea of the gate to see what you think cos the only way i could think to transition is in a there or not situation was to pixel transition it like so. if this is the prefered gate I will work on making the gate that exists when open have a wider gap, but for now, i need a few ideas.
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#28 Destroyer

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Posted 20 January 2004 - 12:58 AM

Nice

#29 BobingAbout

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Posted 20 January 2004 - 12:59 AM

be honest, i think its pixely. although nice does seem to be the general opinion.

ask yourself this, would you like this in your mod? together with the other gates?
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#30 Mig Eater

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Posted 20 January 2004 - 10:47 AM

don't the codes

CanHideThings=False
CanBeHidden=False

work?
thats what works for me


err that's for the Show Hidden Unit's logic

In theory TS stile gates should be easy to make... :|


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#31 Major_Gilbear

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Posted 20 January 2004 - 12:10 PM

No, In RA2, units look wierd if they go over the gate... that's why he's doing gates that slide apart/disappear...

I think it looks good, but pixell-ey... Can you 'fade' it out? I mean as in lightening the opacity?

#32 Allied General

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Posted 20 January 2004 - 01:06 PM

Wouldn't the RA2 gates be more apporiate...? Hard to make I gues... ;)
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#33 Deathblow Luc

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Posted 20 January 2004 - 02:08 PM

RA2 Gates are also buggered. Units can pass over the post sostaining the fence.
I wont repeat the post i made on Sleips, so go read it, Rob. Give me some time and i may have something.

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#34 Allied General

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Posted 20 January 2004 - 02:27 PM

huh didn't no that, seems to work fine in game and Mooman uses em ;)
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#35 BobingAbout

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Posted 20 January 2004 - 07:37 PM

i wonder if mooman has made the gates public, it would be nice to include the other standard gate as part of a gates pack.

and arg, i read on sleps, perhaps a link to the related topics would be apropriate.
another gates topic in RA2/YR editing
New Buildings (2) forum on Sleips

also had a few other ideas on the gates, and if i make this gate for final release, possibly with an alternative yuri gate, the first noticable change would be the width of the opening on the open yuri gate.
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#36 BobingAbout

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Posted 20 January 2004 - 07:52 PM

moo man can't give a rats arse for acuracy, i thought, oh, i bet mooman has made it properly, but look at this... A is the original, B is the 1 i extracted out of moomans mod. the shadow is at the wrong side. EVEN I could do that with 0 effort. all he's done is extract it, flip it, then recombine it into a SHP again, and rename it with a B, thats all he's done.

guess i should be the 1 to do the actual work then... either that, or just remove the shadow, cos i'd rather have no shadow than an invalid shadow.
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#37 Mig Eater

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Posted 20 January 2004 - 10:36 PM

How long were you lot working on geting TS gates working in RA2...?


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#38 BobingAbout

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Posted 21 January 2004 - 01:14 AM

a fair while, i started back when i released gates V1, these are gates V2.
getting gates to function is the easy part, its a combination of the TS gates, and the rules for the gate in RA2. as for working properly, thats the bit that we havn't completly solved yet
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#39 Allied General

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Posted 23 January 2004 - 10:05 AM

It would be cool BobingAbout if you made some gates public. The only resource you have on Arg site is a tech hospital (nice though) :)
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#40 BobingAbout

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Posted 23 January 2004 - 05:30 PM

actually, i goe a few.
Guidline grids
Soviet and allied MLRS tank
Guideline grids 2 and 3
and then finally the cameo for the tech hospital.

thats in order of date, i hope to release these gates once complete. problem is, i got little time, and its hard to make something of this standard in paintbrush.
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