Joined: 01 Feb 2007 Location: Las Vegas, Nevada, USA
Posted: Fri Oct 15, 2010 6:06 am Post subject:
Voxel turret will not show on AA defense structure~ Solved
Subject description: Most likley a dumbass mistake but I cant figure the damn thing out, help please :(
So like, the building shows and is buildable and everything. However, the voxel turret does not show. The voxel file and hva file are inside the ra2 folder and are named "PHLX.vxl" (hva too). Am I fogetting something or is it something else I did wrong completely? :O this is mig eaters Phalanx thingy btw if that matters. I do not know what else to add :@ but I will answer any questions... or atleast try. Last edited by wardeathfun on Sun Oct 17, 2010 5:45 am; edited 3 times in total QUICK_EDIT
But he said he named them phlx.vxl/.hva too and since building turrets don't need to follow the unitturret naming convention with the tur suffix, it should work with any name.
I once simply assigned a tank chassis to the turret and it worked too.
So i actually have no clue why his turret won't show. Maybe there is a small typo in filenames so they don't have the same name as in the ini. (e.g. stupid windows hides the fileextension and you have phlx..vxl and phlx..hva or something similar) _________________ SHP Artist of Twisted Insurrection: Nod buildings
It might be the offsets as well, but I'm not sure... I'm thinking that the HVA offsets might be a little off that show the turret missing. This is just an assumption of mine, but it might be right, might be wrong. If I'm wrong, then I learned something new. QUICK_EDIT
Joined: 01 Feb 2007 Location: Las Vegas, Nevada, USA
Posted: Fri Oct 15, 2010 7:52 pm Post subject:
unless the l in phlx.vxl is actually an I (which i doubt considering everything is in lower case and id imagine captial i would look to odd to be an l, plus phix is stupid, so im sure its L), its named correctly. Also NASAM has it as SAM. If that matters any
Edit~
Tested it with SAM in place of PHLX and still dont show, so it be my codings :# I will play with the offsets for a long while, but I have no idea how the dang things work. QUICK_EDIT
It could be indeed a too high (it's negativ) TurretAnimZAdjust value, thus the turret is rendered behind the building.
Even if i assumed that vxl turrets are always rendered above the building.
Though i might be wrong and something like TurretAnimZAdjust=-127 would make it visible.
btw, is it a very big or very high building on which you're using the turret? _________________ SHP Artist of Twisted Insurrection: Nod buildings
Joined: 01 Feb 2007 Location: Las Vegas, Nevada, USA
Posted: Sat Oct 16, 2010 5:00 am Post subject:
Copied and pasted the code given above. No go. I tried the turret on regular nasam and the PHLX turret showed, same time, I tried SAM on the new building and it does not show.
Its a copy and paste of NASAM almost entirley... So I am kinda confused on what I changed. I am almost about to just redo it. Here is art settings, I suppose it would of been worth posting earlier but whatever. Maybe you guys will see something.
I doubt that it's a theater specific problem, since the base is correctly visible ingame. In addition is the turret a voxel for which the theater prefix doesn't work.
Joined: 01 Feb 2007 Location: Las Vegas, Nevada, USA
Posted: Sat Oct 16, 2010 6:15 pm Post subject:
thanks Allied General, but I did try that code. It does not work, so I tried the original SAM's code, then others, then posted here. The turret is still invisible. Did someone actually use this structure and got it to work? I am kinda curious what would make my codings different from a working one :/ I am going to copy and pate nasam again .-.
Edit:
Got it working. Should of done this at start but I was hoping to find the problem to better avoid it later. I got it to work:
I do not see any differences... So grr Dx Well other then the art entries. Turns out as weird as it seems to me that NewTheater matters... I thought Iwould only need that if I have a snow version too, so I removed it in fear it would disapear or something on snow maps ._. So it works now. Thanks for everyones help. If anyone thinks they know better what the problem is, tell me. lol. I wish to avoid it later. QUICK_EDIT
@wardeathfun: remove the Upgrades=1 key and try it again.
I still think it's the Upgrades key in the old code.
It simply can't be NewTheater=yes imo, because
-the base was visible ingame and only the turret invisible
-the turret is a voxel for which the theater specific image doesn't work
-even if vxl would follow the theater specific image, it wouldn't be the case here since the turret doesn't has the prefix in the name (it was PHLX and not GAPHLX) _________________ SHP Artist of Twisted Insurrection: Nod buildings
in my experience theater specific imagery requires NewTheater=yes. Even though the base itself will appear "for some odd reason" the turret will not.
I downloaded Mig's Phlx, and coded it in using the Upgrades=1 and NewTheater=no. The turret did not appear. I changed it to NewTheater=yes and works just fine. QUICK_EDIT
Joined: 01 Feb 2007 Location: Las Vegas, Nevada, USA
Posted: Sun Oct 17, 2010 5:45 am Post subject:
I agree with ya on that allied G. I had a ra2 folder with like 300 files of crap and it was overwhelming xD Now I plan to just place things in ra2 folder and then when I am sure its a for sure thing that I will keep it that way, i place in a mix Though something I am not so proud is im also lazy. :p QUICK_EDIT
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