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Flat

From ModEnc²
Revision as of 13:03, 14 March 2025 by Crimsonum (talk | contribs) (Tested, there's no Y-offset on animations.)
Tiberian Dawn Red Alert Tiberian Sun Firestorm Red Alert 2 Yuri's Revenge
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)
File:H=-9.png

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)"

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.
The FLH level can be adjusted or the YDrawOffset tag can be used to resolve this issue.