Posted: Mon Jun 18, 2018 2:59 am Post subject:
Question from a newbie (new questions pt. 2?)
Subject description: Pls halp
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!
- 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! _________________ I'll throw bananas at your general direction. Last edited by Flaguna on Tue Jun 26, 2018 2:58 pm; edited 4 times in total QUICK_EDIT
Posted: Mon Jun 18, 2018 3:09 am Post subject:
Re: Question from a newbie
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. _________________ MIdAS - Turning wages into beer since 2002 QUICK_EDIT
Posted: Mon Jun 18, 2018 4:10 am Post subject:
Re: Question from a newbie
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?) _________________ I'll throw bananas at your general direction. QUICK_EDIT
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.
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. _________________ If you are a MetalHead (Heavy Metal Fan) and don't want to be a metalhead, Just remove your metal ball from your head. �:p .
QUICK_EDIT
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 _________________ I'll throw bananas at your general direction. QUICK_EDIT
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 _________________ I'll throw bananas at your general direction. QUICK_EDIT
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 _________________
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! _________________ I'll throw bananas at your general direction. QUICK_EDIT
Joined: 05 Sep 2013 Location: LocationNotFoundException at RealLife.Location.find() at line: -1
Posted: Tue Jun 19, 2018 2:54 pm Post subject:
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. QUICK_EDIT
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! _________________ I'll throw bananas at your general direction. QUICK_EDIT
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) QUICK_EDIT
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