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first complete voxel : nod hellmouth [WIP]
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bonzy_buddy
Shrapnel Sniper


Joined: 31 Oct 2006

PostPosted: Sat Feb 03, 2007 1:01 am    Post subject:  first complete voxel : nod hellmouth [WIP] Reply with quote  Mark this post and the followings unread

here is my first voxel, the nod hellmouth, wich is a multiple missile launcher.
My first problem was that I made it too small and thus I was obliged to double it size and now it's a bit too big a cubic.
then I've got some troubles (check the pic) that I can't fix. I guess it comes from the hva but as I'm very new to voxel tools and don't really know what to do. (I upload my file just in case someone has the time to look at it).
Tell me how I can improve, I've just begin to voxel and really enjoy it, it's just like lego. Razz

(I know it's not yet very nod like and it has no remap but I didn't worked on the colours)



hellmouth trouble.jpg
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hellmouth trouble.jpg



hellmouth 1.jpg
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hellmouth 1.jpg



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gufu
Defense Minister


Joined: 22 Dec 2004
Location: Tiberium Research Center N27

PostPosted: Sat Feb 03, 2007 1:03 am    Post subject: Reply with quote  Mark this post and the followings unread

Too cartooney, not for NOD...

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bonzy_buddy
Shrapnel Sniper


Joined: 31 Oct 2006

PostPosted: Sat Feb 03, 2007 2:03 am    Post subject: Reply with quote  Mark this post and the followings unread

I know. Actually I'm much more interested in solving my problem as this voxel is mostly a test

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-tr8er8-
Rocket Cyborg


Joined: 16 Sep 2006
Location: USA

PostPosted: Sat Feb 03, 2007 2:52 am    Post subject: Reply with quote  Mark this post and the followings unread

It doesn't fit the TS theme. You should make it like better colors and stuff.

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bonzy_buddy
Shrapnel Sniper


Joined: 31 Oct 2006

PostPosted: Sat Feb 03, 2007 11:35 am    Post subject: Reply with quote  Mark this post and the followings unread

erm... it looks like you just look at the pictures and didn't read the text, don't you ?

I rewrite it there shorter :
"can anyone tell me something I don't know ; for instance : what's happening on the small pic ?"

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Zodiac
Gauss Rifle Trooper


Joined: 02 Feb 2006
Location: Svaynaq *Uses ROT13* The answer is: Finland!

PostPosted: Sat Feb 03, 2007 11:51 am    Post subject: Reply with quote  Mark this post and the followings unread

That's hte HVA. You need to edit it.

Nice voxel , but clearly not for TS.

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Sat Feb 03, 2007 12:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

oh man. can't people explain what's wrong with full sentences?! what are you, lazy or dumb?

Anyway, the problem is in the HVA file. In case you don't know what it is, it's a file that determines how the voxel is shown up ingame, (in which angle, etc.) and it can be created using HVA editor. The problem is that you have set the voxel HVA settings wrong. To correct the settings, simply move the voxel among the three axis', until it's in the middle. Remember to set it only a bit above the z- and x-axis.

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bonzy_buddy
Shrapnel Sniper


Joined: 31 Oct 2006

PostPosted: Sat Feb 03, 2007 1:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

thank you for the constructive answer.
I knew it has something to do with the hva but I'm still a bit confused with the editor.
Could you explain to me the difference between voxel offset and hva position .
Above all I don't understand why the selection frame is so small while in the hva settings the "voxels boounds" are right. it's a big problem, not only for the selection frame because ingame the voxel is considered to be smaller and thus overlap with everything around him.

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Sat Feb 03, 2007 1:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

If you are talking about the selection box, there is no other way to make it bigger than editing the "select.shp" you can find inside TIBSUN.mix

About the voxel bounds, they are just the codes that tell how the unit is located in the HVA. Sometimes they may differ from the location of the unit in the program display itself, so you'd better check they are all close to zero, except the "Y" (which tells the height of the unit).

The voxel position tells how the voxel itself will be ingame. Simple. But the HVA position tells in which position the voxel frames are. Note: this applies only for multi-frame voxels, like walking mechs. You don't need to use this if you make, for example, a basic tank.

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bonzy_buddy
Shrapnel Sniper


Joined: 31 Oct 2006

PostPosted: Sat Feb 03, 2007 1:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

Then I've just to fix the voxel offset. I guess it'll fix the turret rotation axis problem (I didn't had it on my first trial but I guess it was because I just rotated it and not move it).
What am I supposed to do for the overlapping problem (see red circle) ?

(when I mentionned the voxel bounds, I was speaking of the "size in game" stuff.)



hellmouth trouble.jpg
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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Sat Feb 03, 2007 1:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

In the HVA editor, select the turret from the selection box on the left, and go to "voxel bounds" in the top, (was it in tools?) and fix the x or z axis values into 0. If the turret appears to be behind or in the front of the voxel, open art.ini and use the turretoffset=** (**=number) to fix it.

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bonzy_buddy
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Joined: 31 Oct 2006

PostPosted: Sat Feb 03, 2007 2:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks for the advices. I eventually ended to fix the offset right.
Is that me orsometime HVA editor act a bit randomly ?
there is still the overlapping problem but I don't know how to solve it.



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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Sat Feb 03, 2007 3:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

It's the curse of the HVA editor, you have to be very careful, or it will mess up your hva badly.

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bonzy_buddy
Shrapnel Sniper


Joined: 31 Oct 2006

PostPosted: Sun Feb 04, 2007 3:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

does anyone know how I can solve the overlapping problem ??

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