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HVA Problems
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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Wed Apr 11, 2012 11:19 am    Post subject:  HVA Problems
Subject description: Not Showing up properly...
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I have a new grand cannon voxel. All the Sections are in one voxel. Its supposed to look like the one on the right but in-game it looks like that... Sad



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GrandCannon_Problem.png



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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Apr 11, 2012 11:42 am    Post subject: Reply with quote  Mark this post and the followings unread

Is the one on the right a preview from hva-builder? It looks like the VSE preview.
Open the voxel in hva-builder and then align the sections there.

btw, i think you'll get some visibility bugs due to the U-shaped turret which should have the barrel in between the U.
Afaik the engine, it can sort the visibility layer only section-wise and not on a per-voxel-scale. Thus you'll have on some directions the barrel covering the U and on others the U correctly covering the barrel.
Though i can be wrong on this one and it should be tested first.

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Wed Apr 11, 2012 12:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

Its from the HVA Builder Screenshot. Yeah its all aligned properly already but the voxel in-game turns into the one on the left.

Though I've already made a remake of it with the turret facing flat instead of a diagonal arc ( Sad ) But at least this one would be easier since its just one whole voxel and not sectioned.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Thu Apr 12, 2012 2:26 am    Post subject: Reply with quote  Mark this post and the followings unread

wait, so your saying that the turret is one vxl and not sections? and it's seperating in game like it is sections? You sure it's only one vxl? I think it would be kind of impossible to do that if its just one solid vxl.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Apr 12, 2012 6:36 am    Post subject: Reply with quote  Mark this post and the followings unread

^^As he said, it's one voxel with multiple sections.
A voxel=the file (or a single 3d volume pixel)
A section=part of the file

It's just a classic bad aligned hva issue of a multisection voxel.

@Noodle: to work ingame, isn't it necessary to separate turret and barrel into 2 voxel anyway? Not sure about animated grand cannon turrets, but normal turrets need a ***tur.vxl and a ***barl.vxl

If you really want to keep the multisection voxel, then delete the hva and create a new one. Maybe your hva is corrupt.
Or download the newest hva-builder. IIRC some older version had issues like this.

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Atomic_Noodles
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Joined: 05 Oct 2011

PostPosted: Thu Apr 12, 2012 7:51 am    Post subject: Reply with quote  Mark this post and the followings unread

Well my original plan was to just use multi-sections since it'll provide a much smoother surface on each section. (Diagonal Voxels tend to have step-ladder effect) But yeah, i've been experimenting some more and it just seems to be not worth it for such a small thing.

I'm using OS HVA Builder 2.1, The Latest one I think from the links provided here...

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Apr 12, 2012 10:32 am    Post subject: Reply with quote  Mark this post and the followings unread

The game tilts the barrel automatically, if the barrel is present in a separate ***barl.vxl file.
This way the barrel will also follow the logic of the weapon (arcing, lobber or straight line shooting weapon) and tilt accordingly. Yours will stay in a fixed angle which will surely look wrong sometimes. You also won't see a recoil effect on your barrel.

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Cranium
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Joined: 05 Dec 2009
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PostPosted: Thu Apr 12, 2012 11:25 am    Post subject: Reply with quote  Mark this post and the followings unread

LKO wrote:
^^As he said, it's one voxel with multiple sections.


But at least this one would be easier since its just one whole voxel and not sectioned
See the confusion here?

LKO wrote:
A voxel=the file (or a single 3d volume pixel)
A section=part of the file


Um, yeah. I really didnt need an explanation for that. Wink

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Thu Apr 12, 2012 11:17 pm    Post subject: Reply with quote  Mark this post and the followings unread



Ended up using the way the vanilla was made. This one just has a bigger FireAngle and HVA Placement now.

On some directions, namely the "SE" & "SW" directions. The Barrel looks off (as shown in its "SW" View in the Screenshot) other directions are fine. It's only those 2 Main Directions which look off.

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Wed Apr 18, 2012 3:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

Somewhat related to voxels so meh...

Made a Gatling Sub, The Turrets are supposed to simulate the top section to flip open from the top and show the actual weapon.

Files are:
gatsub
gatsubtur (This one is actually a 1x1x1 Blank Voxel)
gatsubtur1(straight upward)
gatsubtur2 (diagonal upward)
gatsubtur3 (straight forward like normal turrets)

The Dummy Weapons are weapons which deal no damage and are just there to keep the unit on target until it transitions fully to the final real weapon.

The HVAs are positioned correctly, The Weapon works fine. The Turret just doesn't "transform"

Code:
;Reaper Gatling Sub
[GATSUB]
UIName=Name:GATSUB
Name=Reaper Gatling Sub
Prerequisite=YAYARD

;-----Gattling stuff-------
;GEF There is a _lot_ of stuff in this section, hope it's worth it

;Do I have a gattling gun or not
IsGattling=yes

;How weapons does it have? Currently, all Gattling Units have had anti-air
;capability, so the mechanics currently depends on having twice the number
;of stages in weapons, alternating anti-ground first, and anti-air second.
TurretCount=3
WeaponCount=6

Weapon1=GattSubDummy1
EliteWeapon1=GattSubDummy1
Weapon2=SpotlightGun
EliteWeapon2=GattSubDummy
Weapon3=SpotLightGun
EliteWeapon3=GattSubDummy
Weapon4=SpotLightGun
EliteWeapon4=GattSubDummy
Weapon5=AGGattling3
EliteWeapon5=AGGattling3E
Weapon6=AAGattling3
EliteWeapon6=AAGattling3E

;How many stages does this gattling gun have, and how long does it
;take to progress through these stages;
WeaponStages=3
Stage1=50
Stage2=75
;This last stage is used to determine what the maximum fireing timer can be. Once it
;hits this it will stop increasing. If this is larger than the previous stage, then
;it will have a grace period once the unit stops firing before it needs to drop
;down to the lower weapon.
Stage3=100

EliteStage1=50
EliteStage2=75
EliteStage3=100

;How many increments or decrements does the timer get per frame?
;If RateDown is zero, then it overrides the previous stage vaules,
;causing the tank to instantly go to zero when it stops firing
;if it can't find a new target
RateUp=50
RateDown=50

Category=AFV
Strength=400
Naval=yes
Armor=heavy
TechLevel=2
Underwater=yes
Sight=4
Sensors=yes
SensorsSight=7
Speed=4
CrateGoodie=no
Owner=YuriCountry,Germans,Africans
AllowedToStartInMultiplayer=no
Cost=800
Soylent=800
Turret=yes
Points=30
ROT=2
Crusher=no;gs yes
Crewed=no
Weight=4
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=TyphoonSubSelect
VoiceMove=TyphoonSubMove
VoiceAttack=TyphoonSubAttackCommand
VoiceFeedback=SubFear
DieSound=GenSmallWaterDie
MoveSound=SubMoveStart
Locomotor={2BEA74E1-7CCA-11d3-BE14-00104B62A16C};{4A582741-9839-11d1-B709-00A024DDAFD1}
SpeedType=Float
MovementZone=Water
ThreatPosed=20   ; This value MUST be 0 for all building addons
Accelerates=true
Cloakable=yes
CloakingSpeed=1
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
TooBigToFitUnderBridge=true
Size=20

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Mav.EricK
a.k.a SuperMario649


Joined: 15 Oct 2011
Location: Your grave.

PostPosted: Sat Apr 21, 2012 8:19 am    Post subject: Reply with quote  Mark this post and the followings unread

Hold on, I don't see in your code that you put the name of the voxel turret, or having isvoxelturret or something set to yes, I think it's using the default grand cannon's barrel, check it out.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sat Apr 21, 2012 10:07 am    Post subject: Reply with quote  Mark this post and the followings unread

You're missing IsChargeTurret=true, The anim will play after the weapon is fired tho so you want get the desiered effect tho.

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