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WIP TS Voxels for my mod.
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Isaac_The_Madd
AA Infantry


Joined: 16 Jul 2015

PostPosted: Fri Jul 17, 2015 8:57 pm    Post subject:  WIP TS Voxels for my mod.
Subject description: To be named. Image heavy.
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This is a super heavy tank it is mostly done but it is sideways.

The second is a subterranean carryall for NOD it is a bit too big and needs work.

These are all of my voxels.


The tank.

The Carry-all. (Not to scale)



AltMCVS.zip
 Description:

Download
 Filename:  AltMCVS.zip
 Filesize:  110.32 KB
 Downloaded:  8 Time(s)


Voxels.zip
 Description:

Download
 Filename:  Voxels.zip
 Filesize:  588.85 KB
 Downloaded:  11 Time(s)


scar.vxl
 Description:
The carryall

Download
 Filename:  scar.vxl
 Filesize:  204.37 KB
 Downloaded:  7 Time(s)


hhvytnk.vxl
 Description:
The tank.

Download
 Filename:  hhvytnk.vxl
 Filesize:  210.57 KB
 Downloaded:  8 Time(s)


Last edited by Isaac_The_Madd on Sun Jul 26, 2015 11:11 pm; edited 3 times in total

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Millennium
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Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Fri Jul 17, 2015 9:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well you know what they say about screenshots.

...and "Subterranean Carryall", oh my!

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Isaac_The_Madd
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PostPosted: Fri Jul 17, 2015 10:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

Is there a way to set it's ingame size?



Also this is a little off topic but if you give a aircraft a devils tongue locomotor it will just travel subterranean.

Also off topic can you string maps together to make a global map  that you can zoom between?

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Millennium
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PostPosted: Fri Jul 17, 2015 11:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

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!

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Isaac_The_Madd
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PostPosted: Sat Jul 18, 2015 2:02 am    Post subject: Reply with quote  Mark this post and the followings unread

Millennium wrote:
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!


I will see if that will work. The tank is meant to counter the mammoth. Also What happens when a hunter seeker is subterranean?

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B.A.Znd
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PostPosted: Sat Jul 18, 2015 2:54 am    Post subject: Reply with quote  Mark this post and the followings unread

& it looks too big - -



...PNG
 Description:
 Filesize:  42.26 KB
 Viewed:  8145 Time(s)

...PNG



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Millennium
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Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Sun Jul 19, 2015 10:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

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 Smile

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Isaac_The_Madd
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PostPosted: Mon Jul 20, 2015 2:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

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

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Millennium
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PostPosted: Mon Jul 20, 2015 7:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

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?

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Graion Dilach
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PostPosted: Mon Jul 20, 2015 7:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

Westwood games ignore the Scale setting.

Your best option is to use HVA Transform.

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Isaac_The_Madd
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PostPosted: Mon Jul 20, 2015 7:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

Also the box tank is a clone of the UMP mammoth meaning it teleports. (It is a test in ump of course.)

Also where are the original voxels that are part of the game I can only find the firestorm ones.

But the voxel bounds however made it smaller.

Last edited by Isaac_The_Madd on Mon Jul 27, 2015 12:53 am; edited 3 times in total

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Graion Dilach
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PostPosted: Mon Jul 20, 2015 8:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

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...

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Isaac_The_Madd
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PostPosted: Mon Jul 20, 2015 11:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

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)

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Isaac_The_Madd
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PostPosted: Wed Jul 22, 2015 12:10 am    Post subject: Reply with quote  Mark this post and the followings unread

Here is everything. (I hope no one minds the size change)




(Edit updated voxels.zip)



Voxels.zip
 Description:
All new voxels in one folder.

Download
 Filename:  Voxels.zip
 Filesize:  588.85 KB
 Downloaded:  8 Time(s)


Last edited by Isaac_The_Madd on Sun Jul 26, 2015 10:25 pm; edited 1 time in total

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Isaac_The_Madd
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PostPosted: Sat Jul 25, 2015 12:22 am    Post subject: Reply with quote  Mark this post and the followings unread

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

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Exley
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PostPosted: Sat Jul 25, 2015 10:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

This Thread Is Worthless Without Pictures

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Millennium
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PostPosted: Sun Jul 26, 2015 8:35 am    Post subject: Reply with quote  Mark this post and the followings unread

Buildings (which are shps, not voxels) are inside the theater mixes.

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Isaac_The_Madd
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PostPosted: Sun Jul 26, 2015 7:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

Millennium wrote:
Buildings (which are shps, not voxels) are inside the theater mixes.


Thank you I just needed the to find GATICK and its deploy. (and I know they are shps)

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Isaac_The_Madd
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PostPosted: Sun Jul 26, 2015 10:20 pm    Post subject: Reply with quote  Mark this post and the followings unread




Altmcvs.zip
 Description:
Here they are.

Download
 Filename:  Altmcvs.zip
 Filesize:  110 KB
 Downloaded:  4 Time(s)


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Isaac_The_Madd
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PostPosted: Fri Jul 31, 2015 2:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

Is there a way to get the game to give you a random different MCV from your side on skirmish mode?

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Mig Eater
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PostPosted: Fri Jul 31, 2015 3:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nope.

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Millennium
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PostPosted: Sat Aug 01, 2015 2:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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Isaac_The_Madd
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PostPosted: Sat Aug 01, 2015 2:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

Okay is there a way to make your sides mcv deploy into a random different one of your construction yards.

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Millennium
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PostPosted: Sat Aug 01, 2015 4:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

No. There is generally very little randomization in the C&C games prior to Generals. No random construction of any kind is possible.

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Isaac_The_Madd
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PostPosted: Sat Aug 01, 2015 8:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

Millennium wrote:
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?

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Millennium
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PostPosted: Tue Aug 04, 2015 4:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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