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Question from a newbie (new questions pt. 2?)
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Flaguna
Cyborg Engineer


Joined: 07 Feb 2018
Location: HUELand

PostPosted: Mon Jun 18, 2018 2:59 am    Post subject:  Question from a newbie (new questions pt. 2?)
Subject description: Pls halp
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Hello once again. My question are quite simple but will make a big
Difference in my learning process. There will be more questions, but not now
Because I can't remember right now.

PS: Hiding answered questions in spoilers for space economy

Spoiler (click here to read it):
1) - Is there any way to make a
vxl/hval animation thing for DeployAnim?
Or it only works with shp?
Answered!

2) - Also, is there a easy tutorial for "discovering"
Infantry sequences? I found a tutorial on YRArg
But I'm not the smartest person in regards to SHP.
Answered!

3) Is there a voxel size limit for voxel projectiles?[s] Not solved[b]


Spoiler (click here to read it):
[s]4) Can someone give me a list of WORKING resource sites
for voxels,  shps and tutorials? I'm getting tires of finding
old sites that doesnt work anymore. [b]Answered!

5) - I know there is a way of setting different paradrop planes
for each faction using Ares, but I was unable to find the
specific documentation page on the site. Can someone
send me the doc link?
Answered!

6) - Still talking about paradrops, how can I add new paradrop
superweapons? I found nothing about that on the Ares page
(Or maybe Im too dumb to see it)
Answered!

7) - I'm having an annoying problem with AllowToStartInMultiplayer,
RequiredHouses and ForbiddenHouses:
I set up a different main tank for germany, and it only shows to germany.
It has AllowToStartInMultiplayer=yes and it only... Well, starts in multiplayer
for germany. BUT the Grizzly tank still starts in multiplayer for germany
Even with ForbiddenHouses=Germans specified on the Grizzly, and I
don't want that to happen. Any fix for that?
Answered!

Cool - I might get into voxeling in the near future, so I wanted a list of hotkeys,
tips and tricks to create some good looking voxels. I would be very thankful
if someone could help me with that. (I tried to create/edit a few voxel here and there, so I have a very basic knowledge on that, but without hotkeys and a good knowledge in how things work, this just seems to be a pain in the butt right now) [b]Answered, but any new tips would be appreciated[b]


9) - Okay, about the "voxel projectile size limit" thing, I found out that the problem is something else, since I'm having a similar problem with SHP projectiles: They are invisible. I think I got everything right: stating the proj in artmd, then stating it in [Animations] (shp proj), then creating the projectile stats (scatter, image, arcing, etc) then adding it to the weapon.
Am I missing something?!

Thanks in advance!

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Last edited by Flaguna on Tue Jun 26, 2018 2:58 pm; edited 4 times in total

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MRMIdAS
Energy Commando


Joined: 17 Jul 2008

PostPosted: Mon Jun 18, 2018 3:09 am    Post subject: Re: Question from a newbie Reply with quote  Mark this post and the followings unread

Flaguna wrote:
Hello once again. My question are quite simple but will make a big
Difference in my learning process. There will be more questions, but not now
Because I can't remember right now.

1) - Is there any way to make a
vxl/hval animation thing for DeployAnim?
Or it only works with shp?

2) - Also, is there a easy tutorial for "discovering"
Infantry sequences? I found a tutorial on YRArg
But I'm not the smartest person in regards to SHP.

3) Is there a voxel size limit for voxel projectiles?

4) Can someone give me a list of WORKING resource sites
for voxels,  shps and tutorials? I'm getting tires of finding
old sites that doesnt work anymore.

Thanks in advance!


1) Only SHP, sorry.

2) Not really, just frames and directions, all you need.

3) not a clue, wouldn't think so, but bigger ones will lag the engine more.

4) here, Revora, Mad HQ, YRARG. that's about it.

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McPwny
Cyborg Artillery


Joined: 29 Jan 2018

PostPosted: Mon Jun 18, 2018 3:30 am    Post subject: Reply with quote  Mark this post and the followings unread

well. the game has no problem using the largest voxel in the game as a projectile anyways...



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Flaguna
Cyborg Engineer


Joined: 07 Feb 2018
Location: HUELand

PostPosted: Mon Jun 18, 2018 4:10 am    Post subject: Re: Question from a newbie Reply with quote  Mark this post and the followings unread

MRMIdAS wrote:
1) Only SHP, sorry.

2) Not really, just frames and directions, all you need.

3) not a clue, wouldn't think so, but bigger ones will lag the engine more.

4) here, Revora, Mad HQ, YRARG. that's about it.


1) - this is sad.

2) - Explain please? I'm having a hard time trying to understand all this sequences thing.

3) - I dunno what is the problem then. I made a projectile that worked perfectly on the first try, later I tried to make this bigger projectile by literally cloning their codes and it didnt worked, as if the bigger projectile was missing. Both voxels.

4) - Thanks!

McPwny wrote:
(Image)


I just saw a dreadnought launching a dreadnought. I have so many questions.
The biggest one is WHY?!?

(Technically, dreadnought missiles are aircrafts, so my guess is that aircraft proj and actual projs are different?)

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Mon Jun 18, 2018 7:44 am    Post subject: Reply with quote  Mark this post and the followings unread

Action=X,Y,Z
X: 0-based starting frame
Y: length
Z: Each facing start at X+i*Z, where i=0,1,2,3,4,5,6,7

i.e.
Walk=0,13,20 means walk frames are 0-12, 20-32, 40-62, 60-72, 80-92, 100-112, 120-132, 140-152 for 8 facings

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Jun 18, 2018 9:38 am    Post subject: Reply with quote  Mark this post and the followings unread

Why not read the comments in the ini? Sometimes they can help a lot
art.ini wrote:
; *** Infantry Sequences ***
; Infantry animations are grouped within a single art file.
; Unlike units, infantry animation layout is completely
; arbitrary and must be explicitly specified. Each
; infantry format file will be identified with one of these
; animation sequences.
;
; The first number is the starting frame number. The second
; number is the number of frames of the animation. If this
; number is zero then the anim sequence is not present.
; The third number is the multiplier by the infantry facing
; to reach the facing specific animation start. If this
; last number is zero, then there is no facing specific
; version.

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PussyPus
Commander


Joined: 14 Jul 2015
Location: Egypt

PostPosted: Mon Jun 18, 2018 1:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

In 2) Maybe he means how to give proper sequences: SHP builder has a sequences window, you can select and edit specified frame numbers, then when you press 'edit', it will give you the ART.INI result, so try this when you open an infantry shp.

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McPwny
Cyborg Artillery


Joined: 29 Jan 2018

PostPosted: Mon Jun 18, 2018 1:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

voxels actually used as projectiles outside of aircrafttypes and voxel debris?

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Flaguna
Cyborg Engineer


Joined: 07 Feb 2018
Location: HUELand

PostPosted: Mon Jun 18, 2018 2:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
Why not read the comments in the ini? Sometimes they can help a lot
art.ini wrote:
; *** Infantry Sequences ***
; Infantry animations are grouped within a single art file.
; Unlike units, infantry animation layout is completely
; arbitrary and must be explicitly specified. Each
; infantry format file will be identified with one of these
; animation sequences.
;
; The first number is the starting frame number. The second
; number is the number of frames of the animation. If this
; number is zero then the anim sequence is not present.
; The third number is the multiplier by the infantry facing
; to reach the facing specific animation start. If this
; last number is zero, then there is no facing specific
; version.


I saw people talking about it here and there, but I never actually found it.
I'll save this in a .txt for future reference. Thanks!

cxtian39 wrote:
(explanation)


Thanks my dude, I'll use this as a reference too!

PussyPus wrote:
In 2) Maybe he means how to give proper sequences: SHP builder has a sequences window, you can select and edit specified frame numbers, then when you press 'edit', it will give you the ART.INI result, so try this when you open an infantry shp.

I always thought this sequences in the SHP builder was some sort of placeholder/example sequences. Knowing that will make my life a lot easier! Thanks!

McPwny wrote:
voxels actually used as projectiles outside of aircrafttypes and voxel debris?

Yes, voxel projectiles

Artmd.ini
[MISSILE]
...
Voxel=yes

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Mon Jun 18, 2018 3:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

McPwny wrote:
voxels actually used as projectiles outside of aircrafttypes and voxel debris?
VXLs only used outside of VehicleTypes and their and Building's turrets as projectiles and debris.

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Flaguna
Cyborg Engineer


Joined: 07 Feb 2018
Location: HUELand

PostPosted: Mon Jun 18, 2018 4:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

TAK02 wrote:
McPwny wrote:
voxels actually used as projectiles outside of aircrafttypes and voxel debris?
VXLs only used outside of VehicleTypes and their and Building's turrets as projectiles and debris.


I've made myself a DRAGON voxel (and hva) for the DRAGON projectile and used it to change the Dragon missile in the artmd by simply using Voxel=yes and Rotates=yes on the [DRAGON] secion and it works just fine.
DRAGON projectile is used in most [(AA)HeatSeeker(1,2,3...)] projectiles in rulesmd

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Mon Jun 18, 2018 7:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

Voxel and SHP projectiles have different initial firing angels. Changing DRAGON from VXL to SHP screws low ROT projectile, i.e. HornetBomb
But you don't want to change ROT of HornetBomb because special logic is tied to ROT=1

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Flaguna
Cyborg Engineer


Joined: 07 Feb 2018
Location: HUELand

PostPosted: Mon Jun 18, 2018 9:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

cxtian39 wrote:
Voxel and SHP projectiles have different initial firing angels. Changing DRAGON from VXL to SHP screws low ROT projectile, i.e. HornetBomb
But you don't want to change ROT of HornetBomb because special logic is tied to ROT=1


Sadly, I found out about that the hard way. Luckily I was able to fix this by replacing the weapon proj to Cannon, and it work like a charm. Thanks for the tip tho!

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Agent Z
AA Infantry


Joined: 05 Sep 2013
Location: LocationNotFoundException at RealLife.Location.find() at line: -1

PostPosted: Tue Jun 19, 2018 2:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

For 7: Try removing Germans from Owner on the Grizzly, that should make it not start for Germans.
If I remember correctly, AllowToStartInMultiplayer only considers what countries are set in Owner to find who can start with it.

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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Tue Jun 19, 2018 7:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

5.) See the second half of the paradrop page, [Side]ParaDrop.Aircraft=

6.) Again, same link as above.

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Flaguna
Cyborg Engineer


Joined: 07 Feb 2018
Location: HUELand

PostPosted: Tue Jun 19, 2018 11:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

Agent Z wrote:
For 7: Try removing Germans from Owner on the Grizzly, that should make it not start for Germans.
If I remember correctly, AllowToStartInMultiplayer only considers what countries are set in Owner to find who can start with it.


Even with ForbiddenHouses? I mean, I thought that ForbiddenHouses was supposed to work even with AllowToStartInMultiplayer. Btw removing germans from Owner worked! Thanks!

4StarGeneral wrote:
5.) See the second half of the paradrop page, [Side]ParaDrop.Aircraft=

6.) Again, same link as above.


My boy 4StarGeneral, you are a life saver! Thanks!

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silverwind
Cyborg Firebomber


Joined: 11 Jun 2016

PostPosted: Thu Jun 21, 2018 10:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

The menu in the voxel section editor has many of the hotkeys listed for that program, iirc.

You can also press X, Y and Z keys to adjust the slice you're editing/viewing by one pixel in the respective axis (although depending on what angle you're viewing from, only one of those will actually make any visible changes).

Pressing shift while doing that will do the reverse adjustment (or was that control? alt)

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