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shp vxl tur barl
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Navy SEAL
Energy Commando


Joined: 01 Dec 2005
Location: Estland

PostPosted: Wed Dec 08, 2010 11:40 am    Post subject:  shp vxl tur barl Reply with quote  Mark this post and the followings unread

Hello everybody!
Is it possible that you have a unit like this in Tiberian sun :shp body, voxel turret and barrel

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Dec 08, 2010 11:48 am    Post subject: Reply with quote  Mark this post and the followings unread

no. But you can have like the titan a SHP unit with an invisible SHP turret and put a vxl turret into the vxl barrel (like Hassan_2030 has shown you in your other topic).

something like this
unit.shp
unittur.vxl
unitbarl.vxl
is not possible.
The game reads afaik only the barl file because a turreted shp unit is hardcoded to use the 32 frames after the walking frames for the turret.

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Cranium
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Joined: 05 Dec 2009
Location: USA

PostPosted: Wed Dec 08, 2010 1:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well, since units can use TurretAnimIsVoxel= cant they also use BarrelAnimIsVoxel= coupled with BarrelVoxelFile=? I havent tried it yet but been meaning to. it sounds logical and they are ligitment tags for the game.

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Navy SEAL
Energy Commando


Joined: 01 Dec 2005
Location: Estland

PostPosted: Wed Dec 08, 2010 3:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

but is walking voxel unit with turret possible?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Dec 08, 2010 4:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

Cranium wrote:
Well, since units can use TurretAnimIsVoxel= cant they also use BarrelAnimIsVoxel= coupled with BarrelVoxelFile=?

wrong. Only BuildingTypes can use these keys.

Navy SEAL wrote:
but is walking voxel unit with turret possible?

Of course. Just give the mymech.vxl a hva anim and another mymechtur.vxl for the turret.
Though keep in mind that the game can only use a section of the chassis for the shadow, and in the case of something like a titan, there wouldn't be any really big section for a good looking shadow casting in the chassis.
The necessary art.ini key UseTurretShadow is afaik not working.

In addition can it become hard to make the game render correct every section behind the appropriate other sections.
Due to this visibility problem of voxel section units together with the shadowproblem, many use SHP units instead. And since walker units don't tilt on slopes, there's no need to use a voxel and an shp can also provide way more detail.

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Navy SEAL
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Joined: 01 Dec 2005
Location: Estland

PostPosted: Wed Dec 08, 2010 5:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

but when Im making a new section in voxel editor, then its not visible in HVA editor.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Wed Dec 08, 2010 6:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

LKO wrote:
wrong. Only BuildingTypes can use these keys.


Ahh crap, I knew that. I dont know what I was thinking. my bad guys.

Navy SEAL wrote:
but when Im making a new section in voxel editor, then its not visible in HVA editor.


As long as you add tur/barl to the unit name it should show up in hva builder. So if your units name is mech.vxl then your turret would be named mechtur.vxl and the barrel would be named mechbarl.vxl The program should automatically read these files as long as they are all in the same directory/folder.

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Wed Dec 08, 2010 8:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
In addition can it become hard to make the game render correct every section behind the appropriate other sections.
Due to this visibility problem of voxel section units together with the shadowproblem, many use SHP units instead. And since walker units don't tilt on slopes, there's no need to use a voxel and an shp can also provide way more detail.

What about really large mechs? Isn't there a maximum height (255 pixels?) that a turreted mech can be or some such?


@Cranium: If you add a new section to a voxel then it appears incorrectly in the HVA editor - you have to delete the old HVA because it has no information on the new section.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Dec 08, 2010 10:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

Orac wrote:
What about really large mechs? Isn't there a maximum height (255 pixels?) that a turreted mech can be or some such?

yep, but turreted SHP units as well as VXL have a max size limit.
turreted SHP units: 160x160pixel
VXL units: 255x255pixel
non turreted SHP units: no limit

The units can be bigger but ingame the engine cuts them off if they go beyond the limit.

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Navy SEAL
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Joined: 01 Dec 2005
Location: Estland

PostPosted: Thu Dec 09, 2010 6:21 am    Post subject: Reply with quote  Mark this post and the followings unread

thank you all

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https://www.moddb.com/mods/tiberian-sun-205

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