ZAdjust: Difference between revisions
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This flag adjusts the animation's location on the Z-axis (depth), measured in [[leptons]]. Positive values move the animation "away from the screen" or "closer to the ground". Negative values do the opposite. | This flag adjusts the animation's location on the Z-axis (depth), measured in [[leptons]]. Positive values move the animation "away from the screen" or "closer to the ground". Negative values do the opposite. | ||
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==Note== | ==Note== | ||
*Images in the [[ Particles]] section will not read this tag. Although the Image in the section [[Animations]] will have this tag. | *Images in the [[ Particles]] section will not read this tag. Although the Image in the section [[Animations]] will have this tag. | ||
{{Bugs}} | =={{Bugs}}== | ||
[[ZAdjust]] affects [[Animations]] of [[Anim]] sets under [[Primary]] or [[Secondary]] including [[Weapon]]. | [[ZAdjust]] affects [[Animations]] of [[Anim]] sets under [[Primary]] or [[Secondary]] including [[Weapon]].<br> | ||
by larger values '''(ZAdjust=100,ZAdjust=1000,ZAdjust=10000)''', This will make [[Animations]] scroll down continuously '''(only some parts are visible)''' | |||
by larger values '''(ZAdjust=100,ZAdjust=1000,ZAdjust=10000)''' | |||
*Note: Only [[BuildingType]], [[TerrainType]], [[OverlayType]], and Tile have ZAadjust.<br> | |||
The ZAadjust of other objects is only used to compare levels with these contents.<br> | |||
That is to say, there is no difference between two animations that use different ZAadjust. YSort controls their order, not ZAadjust. | |||
[[OverlayTypes]] does not read or use their {{tt|ZAdjust}} flag, even though they actually have Z-depth. | |||
*This bug has been fixed in Phobos Build#44. | |||
==See also== | ==See also== | ||
* [[NormalZAdjust]] – equivalent flag for [[BuildingTypes]] | * [[NormalZAdjust]] – equivalent flag for [[BuildingTypes]] | ||
* [[ActiveAnimZAdjust]] – equivalent flag for [[BuildingTypes]]'s [[ActiveAnim|ActiveAnims]] | * [[ActiveAnimZAdjust]] – equivalent flag for [[BuildingTypes]]'s [[ActiveAnim|ActiveAnims]] | ||
* [[YSortAdjust]] | |||
*The spatial coordinate relationship of ZAdjust | |||
Here is a cross-sectional view parallel to the ground plane, equivalent to a perspective from southwest to northeast in the game (or from left to right for the screen): | |||
*https://bbs.ra2diy.com/forum.php?mod=viewthread&tid=24951 | |||
Latest revision as of 18:06, 2 July 2025
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| Flag: | ZAdjust |
| File(s): | Art(md).ini |
| Values: | Signed integers: All whole numbers from -2147483648 to 2147483647; in rare cases, only from -32768 to 32767. |
| Default: | 0 |
| Applicable to: | Animations |
This flag adjusts the animation's location on the Z-axis (depth), measured in leptons. Positive values move the animation "away from the screen" or "closer to the ground". Negative values do the opposite.
Adjusting the Z-offset is useful for rendering the animation behind or in front of other animations or objects.
Note
- Images in the Particles section will not read this tag. Although the Image in the section Animations will have this tag.
Bugs/Side-Effects/Unexpected Limitations
ZAdjust affects Animations of Anim sets under Primary or Secondary including Weapon.
by larger values (ZAdjust=100,ZAdjust=1000,ZAdjust=10000), This will make Animations scroll down continuously (only some parts are visible)
- Note: Only BuildingType, TerrainType, OverlayType, and Tile have ZAadjust.
The ZAadjust of other objects is only used to compare levels with these contents.
That is to say, there is no difference between two animations that use different ZAadjust. YSort controls their order, not ZAadjust.
OverlayTypes does not read or use their ZAdjust flag, even though they actually have Z-depth.
- This bug has been fixed in Phobos Build#44.
See also
- NormalZAdjust – equivalent flag for BuildingTypes
- ActiveAnimZAdjust – equivalent flag for BuildingTypes's ActiveAnims
- YSortAdjust
- The spatial coordinate relationship of ZAdjust
Here is a cross-sectional view parallel to the ground plane, equivalent to a perspective from southwest to northeast in the game (or from left to right for the screen):





