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OS HVA Builder positioning problem
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Mig Eater
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Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sat Jun 20, 2015 9:17 am    Post subject:  OS HVA Builder positioning problem Reply with quote  Mark this post and the followings unread

I recently updated OS HVA Builder to v2.1 & found that it incorrectly displays the position of voxel sections & using it to make a hva anim results in the sections being miss aligned ingame.

I've switch back to v2.0 which is working correctly. Has anyone else had any similar problems?

I can provide screenshots & sample vxls if more information is required.

Edit: It seams this mainly effects vxls that have been shrunk using the vxls bounds, the greater the size difference the more it's misaligned.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Sat Jun 20, 2015 9:45 am    Post subject: Reply with quote  Mark this post and the followings unread

I never ran into this issue. In fact, I ran into the complete opposite - 2.0's preview is completely off compared to ingame so much that it's useless.

What I know is that it tends to mess up a new frame but I can live with it. VXL offset is definitely more exact in 2.1 than in 2.0 imo.

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"If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more...

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sat Jun 20, 2015 10:12 am    Post subject: Reply with quote  Mark this post and the followings unread

Here is a comparison between the three hva programs I use. As you can see the propeller in v2.1 is lower then the other two, aligning it correctly in v2.1 tho results in the propeller being above the nose of the plane ingame.



hvapos.png
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hvapos.png



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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Sat Jun 20, 2015 10:30 am    Post subject: Reply with quote  Mark this post and the followings unread

I went on to counter you, but the voxels I reanimated to work in OpenRA act the same between both versions of HVA Editor.

(And I rely on HVA Transform to downsize a section if I want, Scale to resize it entirely, with autocalculated bounds, using VXL offset for frame 0 positioning alone).

_________________
"If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more...

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Mon Jun 22, 2015 12:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

Mig Eater you're right I had the same difficulty and therefore use both 2.0c and 2.12...

This is my take on the problem:

2.0c doesn't render the sections according to their scale set in the bounds,  therefore it doesn't match the game in how you see it. This means if each section is scaled consistently, you get a a fairly accurate hva. IF however each section is scalled differently, it becomes a huge pain guesstimating where your parts will actually be positioned.

2.12 does render each section according to their bounds, however assumes that the offset is not scaled equally. This means when you move something scaled to 80% by say 10, it displays the move scaled to 80% (ie. Cool, but writes that it's moved 10. This makes it wrong in-game.

Annoyingly 2.0c has trouble adding/deleting frames, and I have had to use 2.12 to start the animation, then fix it in 2.0c...

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Mon Jun 22, 2015 12:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

Here's a good example, it's 100% correct in-game:



hvadiff.jpg
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hvadiff.jpg



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stucuk
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Joined: 27 Aug 2002

PostPosted: Sat Jun 27, 2015 12:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

Could you upload(Or send me a PM) sample vxl and hva's which demonstrate both problems. Note that i only have the 1.9 TB1, 2.0d and 2.1 source code.

P.S First post since 2009!

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Banshee
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Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Sat Jun 27, 2015 5:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

For everyone's information: OS HVA Builder 2.12 source code has disappeared with a pen drive that I've lost many years ago in my university. So, nobody has its source code anymore.

And welcome back, Stu Smile.

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stucuk
Geek


Joined: 27 Aug 2002

PostPosted: Sat Jun 27, 2015 6:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

Banshee wrote:
For everyone's information: OS HVA Builder 2.12 source code has disappeared with a pen drive that I've lost many years ago in my university. So, nobody has its source code anymore.

And welcome back, Stu Smile.


Yeh you said that in 2009 or something like that #Tongue (Though you said stole rather than lost iirc)

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Sat Jun 27, 2015 7:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

It has disappeared from my pocket through unknown circumstances.

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Sun Jun 28, 2015 6:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

I think I only currently have the Halo to give you, I don't use any other new helicopters in my mod, and my only mech is the Arachnid, which is fine in both.

To reproduce the problem, just make a helicopter or any multi-section model, then scale each section with the voxel bounds by a different amount. If you want to make it really obvious, add one of the SHAD rotors scaled to 50% size (with the bounds) to a tank that isn't scaled.

You'll see how both voxel offset and hva offset change things differently.

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Sun Jun 28, 2015 7:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

I have the feeling that if download the GlobalUnits directory from OS:VV 1.82 and replace the original GlobalUnits directory from OS:HVA Builder 2.1 with that one, OS:HVA Builder might get an interesting update with most of the changes of 2.12 included.

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