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Voxel size seems to affect it drastically. Help?
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Darentei
Soldier


Joined: 12 Jul 2006

PostPosted: Sun Jul 23, 2006 6:24 pm    Post subject:  Voxel size seems to affect it drastically. Help? Reply with quote  Mark this post and the followings unread

OLD Question answered, scroll down for the current one.

Last edited by Darentei on Mon Jul 24, 2006 6:53 pm; edited 1 time in total

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Titan
Cyborg Commando


Joined: 12 Dec 2005
Location: Netherlands

PostPosted: Sun Jul 23, 2006 7:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

Oh noes! Pink tanks!!! Laughing

The first 16 and the last 16 colors on the palette always turn out pink. Use different shades of the used colors located elsewhere on the palette Smile

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Darentei
Soldier


Joined: 12 Jul 2006

PostPosted: Sun Jul 23, 2006 7:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

OH NOES! That means my giant Pepsi Twist can will forever be a shade of light blue that looks like frozen snot! Crying or Very sad

Wait a minute...! The first 16 colors does definatly not turn pink! More like the first 8!

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Banshee
Supreme Banshee


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

PostPosted: Sun Jul 23, 2006 8:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

First 16 and last 16.... scientifically proven #Tongue.

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Darentei
Soldier


Joined: 12 Jul 2006

PostPosted: Sun Jul 23, 2006 8:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'll prove you wrong! Very Happy
I can prove that SOME of the colors stay the right way. Cause I kinda tried it.

EDIT: So far 10 and 11 doesn't turn pink.

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Banshee
Supreme Banshee


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

PostPosted: Sun Jul 23, 2006 8:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

Oh... but it's still risky Wink. We actually need to translate the voxel.vpl file to know all answers about it.

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Tyler Adams
Defense Minister


Joined: 08 Oct 2004
Location: Back in black.

PostPosted: Sun Jul 23, 2006 11:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

Actually, most of the first 16 colors work fine for me.

Afaik, 9-15 work.

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Titan
Cyborg Commando


Joined: 12 Dec 2005
Location: Netherlands

PostPosted: Mon Jul 24, 2006 12:00 am    Post subject: Reply with quote  Mark this post and the followings unread

Pepsi Twist?

Why not a Cherry Cola?

Razz
On a sidenote, will replacing the pinky color crap by editing the palette solve anything? Or is it still causing errors because of the VPL file?

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Tyler Adams
Defense Minister


Joined: 08 Oct 2004
Location: Back in black.

PostPosted: Mon Jul 24, 2006 1:07 am    Post subject: Reply with quote  Mark this post and the followings unread

Why have Coke or Pepsi when you can have Cream Soda?

TitanMarkII wrote:
On a sidenote, will replacing the pinky color crap by editing the palette solve anything? Or is it still causing errors because of the VPL file?


I'd guess the .VPL file, but I dunno, I have no clue with .exe editing..

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Darentei
Soldier


Joined: 12 Jul 2006

PostPosted: Mon Jul 24, 2006 6:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

Because Pepsi pwns all others! Stupid question. Now back on topic.

The yellow (I forgot number) also works good. The one in the first row.

I got a new problem, thought his has to do with something completely different: If I set my unit to AllowedToStartInMultiplayer=yes, the select box appears at the bottom which it should. However if I build it, "free-unit" it, undeploy into it... The select box appears on the top, and it looks like the voxel is on the cell below. The voxel is huge, and so far, hva editer hasn't helped me a single bit.
Redirect me to another forum if needed, I just though this was *kinda* voxel related.

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Banshee
Supreme Banshee


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

PostPosted: Mon Jul 24, 2006 8:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

Core Defender from Firestorm has a line that expands the box.

I guess it's called IsCoreDefender=

Use it.

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Darentei
Soldier


Joined: 12 Jul 2006

PostPosted: Mon Jul 24, 2006 9:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks! However, there's a new problem now. Editing the voxel by just 5 layers did something weird: It jumped 7 cells upwards from the select box... Shocked

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SMT
Flamethrower


Joined: 06 Mar 2006
Location: On the battlefield destroying GDI and Nod

PostPosted: Tue Jul 25, 2006 4:21 am    Post subject: Reply with quote  Mark this post and the followings unread

^ HVA problem then

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Darentei
Soldier


Joined: 12 Jul 2006

PostPosted: Tue Jul 25, 2006 5:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nope. Hva works is just fine thank you, editing it does NOTHING.
Is there a way to make it work in normal TS? If not, can you make the IsCoreDefender=yes tag work in normal TS? Because I want to play with a friend that doesn't have FS.

Would it beeing a hover vehicle have anything to do with it? Because upon editing hvr.vxl in hva editor I found that it was on top of the turret, and was named DUMMY001 Question

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Darentei
Soldier


Joined: 12 Jul 2006

PostPosted: Fri Jul 28, 2006 8:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

Okay, if it really has to be, would anyone with good knowledge of voxels and hvas *please* help me? PM me and I'll send you the file... As long as you don't mess with the voxel... Basically all that I want is it to be aligned correctly when it is build.

As stated above, it works fine as a starting unit.

NOTE: As for IsCoreDefender=yes, forget that one.

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