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Voxel color remapping?
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xXHunterKillerXx
Cyborg Soldier


Joined: 03 Jun 2010

PostPosted: Sat Jun 19, 2010 4:06 am    Post subject:  Voxel color remapping? Reply with quote  Mark this post and the followings unread

Hey all. So I've been searching for a solution to my problem, and I know it's an easy fix, but I'm to underskilled to quite figure it out. Wink

When creating voxels with the vxlse, how do you make the color remappable? Or whatever it means to have it change to your side's colors? I made a green one and I remember all the built-in ones I've loaded were shades of red. o.o

So, any help? I've looked here, and in the vxlse help index (Which isnt too informative. XD) and I've got nada.

Thanks in advance.

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Sat Jun 19, 2010 6:05 am    Post subject: Reply with quote  Mark this post and the followings unread

The red colors on the bottom left are the remap colors (16 - 31).

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xXHunterKillerXx
Cyborg Soldier


Joined: 03 Jun 2010

PostPosted: Sat Jun 19, 2010 6:45 am    Post subject: Reply with quote  Mark this post and the followings unread

Thanks Aro! Very Happy

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xXHunterKillerXx
Cyborg Soldier


Joined: 03 Jun 2010

PostPosted: Sat Jun 19, 2010 7:16 am    Post subject: Reply with quote  Mark this post and the followings unread

Sorry for the double post, but I'd rather ask here than make a new thread again.

Can anybody tell me what I can do to make sandbags build like walls? I remember in TS Retro they could be spanned like walls. All I can manage is one by one. I didn't notice much difference in their .ini entries.

Thanks.

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Sat Jun 19, 2010 7:17 am    Post subject: Reply with quote  Mark this post and the followings unread

Wall=yes
GuardRange=5

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xXHunterKillerXx
Cyborg Soldier


Joined: 03 Jun 2010

PostPosted: Sat Jun 19, 2010 3:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks again. Very Happy
But I don't think walls have a guard range. o.O Because the GDI and Nod walls dont' have the tag specified. Oh well, It still worked. lol.

EDIT: My bad for doubting.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sat Jun 19, 2010 6:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

NAWALL and GAWALL have GuardRange=5 hardcoded, thus this key isn't present in the ini. It also prevents you from changing it.
If you want a different Range you have to create clones of these 2 walls and let the player build these instead.

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SuperJoe
Commander


Joined: 03 Sep 2009

PostPosted: Sat Jun 19, 2010 6:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

Are the guardranges hardcoded though? I once checked the rules.ini inside patch.mix to see what the differences are exactly to the rules.ini inside tibsun.mix. One of the very few differences are both GAWALL and NAWALL have GuardRange=5 set to them. I'm not exactly sure how and when the ini files inside patch.mix are loaded and if they override or add things to the normal rules.ini. But this is going off topic now.

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xXHunterKillerXx
Cyborg Soldier


Joined: 03 Jun 2010

PostPosted: Sat Jun 19, 2010 9:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks LKO, I suspected as much.

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Revolutionary
Commander


Joined: 19 May 2008
Location: Scotland, starting a Revolution Cameo: metricon. Posts:???

PostPosted: Sun Jun 20, 2010 10:35 am    Post subject: Reply with quote  Mark this post and the followings unread

SuperJoe wrote:
Are the guardranges hardcoded though?


simply becasue westwood thought it would have been easyer to only patch the exe than it would be to edit/send a new version of the rules file.

I thing the patch gaurdrange was added to the wals it was mainly fixing exe bugs and cheats so since they were not editing anything out side of the exe but the walls, they included the rules changes in the exe.

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