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#1 AprilWar


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Posted 21 January 2009 - 10:33 PM

It works in NPae but not as it is supposed to be. It works for normal animations and buildings correctly but not for BuildingAnimations it seems
that even without AltPalette they will keep displaying in the Unitxxx.pal
This is not supposed to happen.

While I was trying to recreate the same example that VK wrote in the latest documentation i found that it doesn't work.
I placed the Palette=cameo.pal for pure testing purpose in the [YATECH_A] and ingame it kept using the normal palette.

Does anyone else have tried this? Can anyone test it please?

Other thing, Let's say I have 'dogmuzzle' animation with Palette=xxxx.pal or w/e
It works ingame and everything, but when i attach this animation to a building, (let's say:

ActiveAnimDamaged=DOGMUZZLE )

It will use the unittem.pal to display it even that it have attached the Palette=xxxx.pal to the anim.

so the problem seems to be with animations attached to buildings

:p :p :?:
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#2 FallenDwarf


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Posted 21 January 2009 - 10:38 PM

Palette system is buggy in NPAE, dont use Palette=xxx.pal, use the Palette=XXX (theater) instead
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#3 AprilWar


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Posted 22 January 2009 - 01:51 AM

Well, in my case that won't be possible.
I want the citysno.pal in a building animation.
Regardless of the theater
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