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OS HVA Builder 2.2 WIP 1
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XxpeddyxX
Commander


Joined: 03 Sep 2004
Location: Sydney, Australia

PostPosted: Sat Apr 16, 2016 4:09 am    Post subject: Reply with quote

Just tried opening the turret's voxel alone, if I add a new frame it shows 2/0, not 1/2 or 2/2. You try and move the voxel around in the second frame and it forces itself straight back to its original position. Fun times.

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G-E
General


Joined: 09 Feb 2015

PostPosted: Sat Apr 16, 2016 5:09 am    Post subject: Reply with quote

Sorry maybe...


OS_HVABuilder_2.2_WIP7.rar
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XxpeddyxX
Commander


Joined: 03 Sep 2004
Location: Sydney, Australia

PostPosted: Sat Apr 16, 2016 11:49 am    Post subject: Reply with quote

I uploaded a video of the issue, this is after WIP7 too btw, thanks for the effort, it could be the voxel, could be my system I don't know.




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G-E
General


Joined: 09 Feb 2015

PostPosted: Sun Apr 17, 2016 3:19 am    Post subject: Reply with quote

That is weird, either it's the way you're moving, the surface your mouse is on, or you have something wonky with drivers.

I would try another mouse with lower sensitivity settings in control panel, maybe enable mouse smoothing if possible?
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XxpeddyxX
Commander


Joined: 03 Sep 2004
Location: Sydney, Australia

PostPosted: Sun Apr 17, 2016 4:45 am    Post subject: Reply with quote

Don't think it's the mouse, it only bugs up with frames 2 onwards, everything else is flawless. Also only seems to be an issue with turrets, I can add additional frames to body animations with no problems.

Not sure if it helps but I editted the exact same model before, it wasn't until I decided to reedit that this started happening, but now it's with all models.
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G-E
General


Joined: 09 Feb 2015

PostPosted: Sun Apr 17, 2016 6:58 am    Post subject: Reply with quote

And you're editing the turret opening it directly, not opening the whole unit right?

I can't imagine the program cares if a turret is a ****tur.vxl but stucuk can chime in about that. You can try renaming your voxel first? Maybe there's a conflict with section names?
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XxpeddyxX
Commander


Joined: 03 Sep 2004
Location: Sydney, Australia

PostPosted: Sun Apr 17, 2016 7:56 am    Post subject: Reply with quote

Removed the 'tur' from the voxel name and was able to add and edit a second frame just fine. Definitely seems like a xxxtur.vxl issue with the HVA builder.

Saved it and threw it in the game. Works fine however the voxel piece on the second frame looks almost black in some facings, is this a normals issue now?
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G-E
General


Joined: 09 Feb 2015

PostPosted: Sun Apr 17, 2016 8:56 am    Post subject: Reply with quote

Yes because hva rotation rotates the normals with it... say you have 2 dot thick rectangle, the normals would have to be the same on both sides...

I made a 4 bladed spinning turret, much like the gap generator, and I replicated the normals on each corner, looked alright. If you are rotating a minigun barrel made of 4 tubes, the best option might be to rotate left 22 degrees from center, and the next frame 22 degrees right. With such little change the normals should still look ok...
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XxpeddyxX
Commander


Joined: 03 Sep 2004
Location: Sydney, Australia

PostPosted: Sun Apr 17, 2016 12:15 pm    Post subject: Reply with quote

Yeah I just did that, at least it looks like it's moving, that's all I wanted. Smile
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PussyPus
Cyborg Commando


Joined: 14 Jul 2015
Location: The Arab Country, Time Travel?

PostPosted: Wed Oct 25, 2017 2:02 pm    Post subject: Reply with quote

It's nice that GDI's Titan has voxel for legs, is moving voxel section (like walking vehicle or helicopter's rotor) impossible in TS? or is it possible by using hyperpatch or something?
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NucleiSplitter
Chem Warrior


Joined: 28 Oct 2016
Location: Metro Manila, Philippines

PostPosted: Wed Oct 25, 2017 6:14 pm    Post subject: Reply with quote

To answer your question:

Take a look at the Mammoth MKII Walker, it has multiple sections that are animated while being a voxel. So, it's not completely impossible, just positioning the Rotor of a Helicopter or a Propeller of a Plane is the problem, but the WW coded RA2 to have better voxel rendering than TS due to the Nighthawk Transport and other shenanigans WW used it for (Unused Hind, etc.) #Tongue

Anyway, forgive us for the 1 Year Bump of this topic Smile
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E1 Elite
Commander


Joined: 28 May 2013

PostPosted: Thu Oct 26, 2017 1:29 pm    Post subject: Reply with quote

TS engine doesn't support aircraft/heli rotor animation, no hacks for that.
Voxel animated mechs work.

Attaching an alternative grid.png for this tool.


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grid.zip
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stucuk
Geek


Joined: 27 Aug 2002

PostPosted: Wed Feb 14, 2018 8:07 pm    Post subject: Reply with quote

Quote:
Anyway, forgive us for the 1 Year Bump of this topic

Im answering a question asked in 2016.

G-E wrote:
And you're editing the turret opening it directly, not opening the whole unit right?

I can't imagine the program cares if a turret is a ****tur.vxl but stucuk can chime in about that. You can try renaming your voxel first? Maybe there's a conflict with section names?


Looking at the code it will consider the base voxel (As in the one you load) as the main editable one. If you have a vxl/hva which has the same name but with  tur at the end (as in if your voxel is Blatur.vxl, it would consider Blaturtur.vxl as the turret).

So it only cares about tur.vxl/tur.hva if its in addition to the file your loading.

Code:
Procedure LoadVoxel(Filename : String);
begin
   VXLChanged := False;

   HVAFrame := 0;
   HVAFrameT := 0;
   HVAFrameB := 0;

   CurrentVoxelSection := 0;

   LoadVoxel2(Filename,'.vxl',VoxelFile,VoxelOpen);
   LoadVoxel2(Filename,'tur.vxl',VoxelTurret,VoxelOpenT);
   LoadVoxel2(Filename,'barl.vxl',VoxelBarrel,VoxelOpenB);

   If VoxelOpen then
   begin
      VXLFilename := Copy(ExtractFilename(Filename),1,Length(ExtractFilename(Filename))-Length(ExtractFileExt(Filename)));
      CurrentVoxel := @VoxelFile;
      CurrentSectionVoxel := @VoxelFile;
   end
   else
   begin
      VXLFilename := '';
      CurrentVoxel := nil;
      CurrentSectionVoxel := nil;
   end;

   LoadHVA(Filename);

   UpdateVoxelList;
   gTimer.ClearAverages;
   gTimer.Refresh;
end;


Code:
Procedure LoadHVA(Filename : string);
begin
   LoadHVA2(HVAFile,HVAOpen,Filename,'.hva');
   If not HVAOpen then
      CreateHVA(VoxelFile,HVAFile);

   CurrentHVA := @HVAFile;

   If VoxelOpenT then
   begin
      LoadHVA2(HVATurret,HVAOpenT,Filename,'tur.hva');
      If not HVAOpenT then
         CreateHVA(VoxelTurret,HVATurret);
   end
   else
   begin
      if HVAOpenT then
         ClearHVA(HVATurret);
      HVAOpenT := false;
   end;

   If VoxelOpenB then
   begin
      LoadHVA2(HVABarrel,HVAOpenB,Filename,'barl.hva');
      If not HVAOpenB then
         CreateHVA(VoxelBarrel,HVABarrel);
   end
   else
   begin
      if HVAOpenB then
         ClearHVA(HVABarrel);
      HVAOpenB := false;
   end;
end;

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Banshee
Supreme Banshee


Joined: 15 Aug 2002
Location: Brazil

PostPosted: Thu Feb 15, 2018 3:09 am    Post subject: Reply with quote

Will you ever share the source code of this 2.2 WIP 7 version?

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stucuk
Geek


Joined: 27 Aug 2002

PostPosted: Thu Feb 15, 2018 12:33 pm    Post subject: Reply with quote

Banshee wrote:
Will you ever share the source code of this 2.2 WIP 7 version?


No one asked for it before, so no one got it. But it may not be up to your standards, so i guess no one will contribute.

Note: You will need to remove VXLHVAUnit.pas from the project.


OS_HVA_Builder.rar
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 Filename:  OS_HVA_Builder.rar
 Filesize:  250.27 KB
 Downloaded:  9 Time(s)


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Banshee
Supreme Banshee


Joined: 15 Aug 2002
Location: Brazil

PostPosted: Thu Feb 15, 2018 12:58 pm    Post subject: Reply with quote

Thank you! Smile

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