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Gate is "higher" in-game than in FA2 [SOLVED]
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Ousagi
Grenadier


Joined: 02 Nov 2022

PostPosted: Sat May 24, 2025 5:37 am    Post subject:  Gate is "higher" in-game than in FA2 [SOLVED]
Subject description: Actually every building looks higher compared to the wall
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UPDATE: MustaphaTR's gate are working properly: https://ppmforums.com/topic-41443/ra2yr-allied-gate/. Check image bellow:

I was confused why my gate looked weird. At first I moved it forward and backward to see if that's the problem. Then I compared it to FA2,
since I noticed then that it doesn't actually look weird there, and that it just looks weird in game.

But then I tried to compare it to other gates and those gates look higher too.
Then I tried it on other buildings and those buildings looked higher compared to the wall as well.

I don't know what's the problem, but here is the code for the wall, and for the gate, it would be the same for every building:

Code:
[GATE]

;;rulesmd.ini

[NAWLL2]
;Image=NAWALL
UIName=Name:YAWALL
Name=Soviet Wall 2
BuildCat=Combat
Strength=30000
Prerequisite=NAHAND
Armor=concrete
TechLevel=1
Adjacent=8
Wall=yes
Sight=1
Selectable=no
Insignificant=yes
Nominal=yes
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil
Cost=100 ; part of TSHACK, feel free to change, I'm just taking out of code gs
Points=5
Repairable=false
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
ThreatPosed=0   ; This value MUST be 0 for all building addons
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
GuardRange=5

;; artmd.ini

[NAWLL2]
Remapable=no
Cameo=NWALICON
Foundation=1x1
ToOverlay=NAWLL2
DamageLevels=1
NewTheater=yes


Code:
[WALL]

;;rulesmd.ini

[NXWL2G_A]
UIName=Name:NXWL2G_A
BuildCat=Combat
Strength=10000
Prerequisite=GAPILE
Armor=wood
TechLevel=-1
Selectable=yes
Capturable=false
Insignificant=yes
Adjacent=8
Owner=British,French,Germans,Americans,Alliance
Cost=250
Points=50
Repairable=true
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=0
DeployTime=.044
GateCloseDelay=.2
ThreatPosed=0   ; This value MUST be 0 for all building addons
;DamageParticleSystems=SparkSys,LGSparkSys
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
AIBuildThis=no

;;artmd.ini

[NXWL2G_A]
Image=NXWL2G_A
Remapable=yes
Cameo=GATEICON
Foundation=1x2
Height=3
Buildup=NXWL2G_AMK
;;SpecialZOverlay=NXWL2G_A
GateStages=9
NewTheater=yes
CanHideThings=False
CanBeHidden=False



Works properly with this.png
 Description:
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 Viewed:  252 Time(s)

Works properly with this.png



Higher In-game.png
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 Viewed:  286 Time(s)

Higher In-game.png



Last edited by Ousagi on Sun May 25, 2025 4:29 pm; edited 2 times in total

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Sun May 25, 2025 1:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

People have reported that FA2 is not accurate with overlays. Try moving the canvas of the wall shp in SHP Builder by a few pixels up to match others in-game.

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Ousagi
Grenadier


Joined: 02 Nov 2022

PostPosted: Sun May 25, 2025 2:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

Oh you're right! Noticed it right now with my lamp lights. So that was why it was not aligned properly when I made it.
I tried changing and made a new template for lamp lights just to match it with FA2. Guess I put too much effort to it.
But my lamp lights weren't overlays. They were [TerrainTypes] and they were still misaligned.

There is I guess lesser reasons not to use WAE now for me now. But If it crashes again (I forgot if it creates a backup when it does),
not at the start because I know there is some feature in Phobos that's not in WAE yet so it would crash if I use a map that uses those.
Then I guess I'll still keep using it. Since it is being updated and more supported than FA2 right now.

I don't remember what I did, but there was something that I did in WAE that made it kept crashing on me.
I'll ask it later if it happened again, because I might keep repeating it since It was probably something I do use in WAE.

Thanks for letting me know. I would've made more .shp for terrain types and had to correct them. I don't know if terrain types are also reported as misaligned in FA2.
But from what I saw they also were. So those two things plus the walls. WAE really seems like the option now.
Have to really check my older maps for their errors. Might as well fix them to work with WAE.


ALSO, speaking of "not aligning" in FA2 as others reported. My blender template is the exact same I use for buildings. The buildings are aligned properly, but the overlays are not?
FA2 seems more like it did properly display the overlays. It's the in-game that's kind off messing with the .shp and moving it higher.
I don't understand the in-game more than FA2. Since my buildings and overlays are aligned the same way. It SHOULD'VE been the same in-game as it were in FA2.

Another update, it's also not accurate in WAE. The wall connects with the gate when the gate should look like it's floating like in my first post Confused :



Guess its also not accurate in WAE.png
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Guess its also not accurate in WAE.png



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E1 Elite
General


Joined: 28 May 2013

PostPosted: Sun May 25, 2025 3:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

In FA2, there are hardcoded alignments regarding overlays and terraintypes like ore drill. So, it may not be 100% same as in-game, but placing those in correct cells is not a problem. Even with WAE, placing those in map correctly is not a problem.

For any new graphics, always check how it looks in-game and adjust.

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Ousagi
Grenadier


Joined: 02 Nov 2022

PostPosted: Sun May 25, 2025 4:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

I see. The edit for the wall was helpful by the way. Just had to resize with 10 to bottom and that fixed the problem.
It was the wall that's actually the problem and just need to be re-adjusted as well as other overlays I'll make.
Thank you for the canvas tip! Very Happy

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