Joined: 09 Mar 2008 Location: Osaka (JP)/Hong Kong/Germany
Posted: Fri Jul 17, 2015 11:05 pm Post subject:
You need to use Scale in the voxel header.
As for connected maps, I'm not sure this is what you want, but TS has these two features:
1) It has a campaign map where certain areas are clickable to start certain missions, ie bring the player to certain maps. That map is not interactive beyond selecting areas for missions (you can't move units or construct things on this map, it's just an User Interface feature, not a real "game" map). But it's a global map that allows you to enter certain smaller maps. I'm sure it can be modified to allow you to select more/different areas than the original campaign intended, and maybe including adding maps for _all_ areas. But I'm not sure, I've never modded TS campaign.
2) You can make it so only certain sections of a map will be visible to the player under certain conditions, with the visible/accessible section of the map expanding when certain triggers are met. This feature is used in some missions.
And yes, aircraft types with non-flying locomotors shouldn't be a problem, as long as you don't give them weapons! _________________
Mao Zedong wrote:
Our mission, unfinished, may take a thousand years.
As for connected maps, I'm not sure this is what you want, but TS has these two features:
1) It has a campaign map where certain areas are clickable to start certain missions, ie bring the player to certain maps. That map is not interactive beyond selecting areas for missions (you can't move units or construct things on this map, it's just an User Interface feature, not a real "game" map). But it's a global map that allows you to enter certain smaller maps. I'm sure it can be modified to allow you to select more/different areas than the original campaign intended, and maybe including adding maps for _all_ areas. But I'm not sure, I've never modded TS campaign.
2) You can make it so only certain sections of a map will be visible to the player under certain conditions, with the visible/accessible section of the map expanding when certain triggers are met. This feature is used in some missions.
And yes, aircraft types with non-flying locomotors shouldn't be a problem, as long as you don't give them weapons!
I will see if that will work. The tank is meant to counter the mammoth. Also What happens when a hunter seeker is subterranean? QUICK_EDIT
Joined: 09 Mar 2008 Location: Osaka (JP)/Hong Kong/Germany
Posted: Sun Jul 19, 2015 10:28 pm Post subject:
Isaac_The_Madd wrote:
Also What happens when a hunter seeker is subterranean?
Uhm... good question. Can't say I have any experience on this, but, just guessing, since the HS is not actually an AircraftType, but a flying VehicleType, I don't see any problems with it. It would probably work pretty much the same, just move underground. HS pathfinding certainly works with locomotors other than flying, so I guess subterranean would work too...
B.A.Znd wrote:
& it looks too big - -
Well he has already asked for how to use scaling _________________
Mao Zedong wrote:
Our mission, unfinished, may take a thousand years.
It ignores subterranean locomotors. Instead it sat there until something entered my base then it followed it around. But nevermind new screenshot. I made a boxy tank as a test for having a turret does anyone know how to fix mammoth mk 2 problems for bigger voxels?
Last edited by Isaac_The_Madd on Sun Jul 26, 2015 9:49 pm; edited 1 time in total QUICK_EDIT
Joined: 09 Mar 2008 Location: Osaka (JP)/Hong Kong/Germany
Posted: Mon Jul 20, 2015 7:09 pm Post subject:
Nothing changed? How small did you make the Scale settings exactly? And what were they before? How did you edit them (VXLSE I assume)? Did you save them after changing them? _________________
Mao Zedong wrote:
Our mission, unfinished, may take a thousand years.
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Mon Jul 20, 2015 7:29 pm Post subject:
Westwood games ignore the Scale setting.
Your best option is to use HVA Transform. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Mon Jul 20, 2015 8:22 pm Post subject:
tibsun.mix/local.mix
As I said, Scale will not work in any Westwood game, it was never read. OpenRA uses it alone. You need to open header and change those
Code:
1 0 0
0 1 0
0 0 1
numbers instead. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Ah, but I still can use the hva to make it smaller.
I have A bunch more "Screenshots"(.gifs).
Also how do I make the images click to show?
Also half of the turrets will not show ingame(Yes There are all in the folder and and the mix file(Also I need to change the other colors on the MSAM) QUICK_EDIT
So I am working on new voxels (mostly reskins of the default ones). Anyways where are the default (WW) buildings kept? Last edited by Isaac_The_Madd on Sun Jul 26, 2015 12:43 am; edited 1 time in total QUICK_EDIT
Joined: 09 Mar 2008 Location: Osaka (JP)/Hong Kong/Germany
Posted: Sat Aug 01, 2015 2:00 pm Post subject:
Well, not a real MCV, but you can simulate something like that.
If what you want to do is granting a random MCV, and hence a random build tree, to each starting player (which I think is a very interesting idea), you can just make the MCVs regular starting units and limit the maximum starting units to 1. Remove AllowedToStartInMultiplayer from all units which are not MCVs and make the original MCV a dummy unit.
When starting skirmish, the game will pick one random unit of your side to start, which means it will now pick one of your MCVs.
Also hmmm, interesting to see a gif of the TS MCV. It's got way more detail than I saw in-game. Doesn't look half-bad, just the colors would need to be cleaned up. _________________
Mao Zedong wrote:
Our mission, unfinished, may take a thousand years.
Also hmmm, interesting to see a gif of the TS MCV. It's got way more detail than I saw in-game. Doesn't look half-bad, just the colors would need to be cleaned up.
What about them needs to be cleaned up?
Was using the yuri color scheme for some of the tracks a bad idea?
Should I make the forgotten MCV look less rusted?
Should I Change the browns on the GDI MCVs?
The subterranean MCV will look more Montauk-ish.
That is all I could think of, is there anything else I should Change? QUICK_EDIT
Joined: 09 Mar 2008 Location: Osaka (JP)/Hong Kong/Germany
Posted: Tue Aug 04, 2015 4:32 pm Post subject:
No, I don't mean yours needed to be cleaned up, sorry.
The default MCV voxel is very pixely/blurry. I never realized that "pipe" on its' back was actually a crane of sorts.
But if you want help with making them cleaner, I think it would help to re-make the MCV on a slightly bigger scale, to show more detail. The default MCV looks like, well, a rectangular flat pancake. _________________
Mao Zedong wrote:
Our mission, unfinished, may take a thousand years.
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