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Mammoth Tank in Final Sun
Moderators: Global Moderators, Tiberian Sun Moderators
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Ever_Valiant
Cyborg Engineer


Joined: 04 Feb 2017

PostPosted: Fri Mar 29, 2019 2:53 pm    Post subject:  Mammoth Tank in Final Sun Reply with quote  Mark this post and the followings unread

The Mammoth Tank in Final Sun map editor is invisible. Even if I change the name from [4TNK] or [MMTH] or make it a completely new vehicle it doesn't display the voxel. And yes it works in game just fine. No other vehicle has this issue, anyone?

RULES:

11=4TNK

[4TNK]
Name=Mammoth Tank
Category=AFV
Image=4TNK
TargetLaser=yes
Primary=120mmx
Secondary=MammothTusk
Elite=120mmxVet
Strength=850
CrateGoodie=yes
Armor=heavy
Turret=yes
Sight=12
Speed=3
Owner=GDI
Cost=1750
Points=60
Crewed=yes
ROT=2
AllowedToStartInMultiplayer=no
Crusher=yes
SelfHealing=yes
VoiceAttack=snd_mmth00,snd_mmth01,snd_mmth02,snd_mmth09
VoiceMove=snd_mmth03,snd_mmth04,snd_mmth05,snd_mmth09
VoiceSelect=snd_mmth06,snd_mmth07,snd_mmth08
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
Weight=3.5
MovementZone=Destroyer
ThreatPosed=50 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
AllowedToStartInMultiplayer=no
ZFudgeColumn=9
ZFudgeTunnel=15
Prerequisite=GAWEAP,DROPSHIPBAY
VeteranAbilities=FASTER
EliteAbilities=SELF_HEAL,STRONGER
TechLevel=3
Accelerates=false
AccelerationFactor=0.06

ART

[4TNK]
Voxel=yes
Remapable=yes
PrimaryFireFLH=40,32,96
SecondaryFireFLH=-32,80,120
PBarrelLength=192
Cameo=MammothTankico
TurretOffset=-20

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Last edited by Ever_Valiant on Sat Mar 30, 2019 4:31 pm; edited 1 time in total

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Mar 29, 2019 3:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

get the TS Client it comes with FinalSun
I just tested it in the TS Client FinalSun and the mammoth works fine.

My guess would be Image=4TNK
FinalSun has it's problems with the Image key. So try removing the redundant key.

Note:
When you downloaded the TS Client, open \Map Editor\FinalSun.ini in a text editor and fix the path under
[TS]
Exe=
to get the editor working.

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Ever_Valiant
Cyborg Engineer


Joined: 04 Feb 2017

PostPosted: Fri Mar 29, 2019 8:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

I noticed that voxels with barrels the barrels are not displayed. So i deleted the mammoth barrel voxel from the .mix file and then the mammoth displayed in the editor. why oh why....

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Mar 29, 2019 8:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

No clue what you did, but it seems you've made some mistakes.
It works fine in the TS Client (even though the barrels are slightly misaligned)



FinalSun_Voxel.png
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FinalSun_Voxel.png



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SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

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Mechacaseal
AA Infantry


Joined: 29 Aug 2015

PostPosted: Sat Mar 30, 2019 12:06 am    Post subject: Reply with quote  Mark this post and the followings unread

if youre using the cncnet client to make a mod map there may be issues because they use a "lite" version of tiberian sun that removed as much content as possible to reduce file size and things like the mammoth tank was removed etc. they added some of it back like the score screen used to be black because it was deleted. the train even didnt work for a while until they fixed it. the mammoth tank used to be invisible cause they deleted it idk if they ever fixed it. you can get them in crates or on mod maps and they used to be invisible. you can of course add the graphics back with a expand file containing the missing assets.

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Ever_Valiant
Cyborg Engineer


Joined: 04 Feb 2017

PostPosted: Sat Mar 30, 2019 4:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks for all your help, I had to scour everything to find the problem, i even had to remake the whole unit to find it. Apparently the 4tnkbarl.vxl file which appeared in game was corrupt. I made a new one and it worked, but when I copied and pasted a section from the old voxel into the new file it glitched out again.

It's all fixed now and the mammoth appears in the editor once again.  Cool

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