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I have a question about hva's
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SMT
Flamethrower


Joined: 06 Mar 2006
Location: On the battlefield destroying GDI and Nod

PostPosted: Tue Mar 18, 2008 10:13 pm    Post subject:  I have a question about hva's Reply with quote  Mark this post and the followings unread

I made a voxel I like for a mod I am making, and when I made a HVA for it, it doesn't line up right.

I Used the HVA postion and moved the turret and barrel where they fit, and ingame they do not line up.

Why is this?

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Paranoia
Cyborg Specialist


Joined: 04 Aug 2007

PostPosted: Tue Mar 18, 2008 10:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

1. open voxel with hva builder
2. align turret and body
3. save hva file

Thats all you need to do. If you follow these instructions it should work.

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Dupl3xxx
Commander


Joined: 22 Aug 2006
Location: somewhere south of the north pole

PostPosted: Tue Mar 18, 2008 11:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

NOTE: use voxel bounds or whats it called to algin, never use hva posission.

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SMT
Flamethrower


Joined: 06 Mar 2006
Location: On the battlefield destroying GDI and Nod

PostPosted: Wed Mar 19, 2008 12:38 am    Post subject: Reply with quote  Mark this post and the followings unread

So only use voxel offset? Ok, Ill try that. Thanks Dupl3xxx!

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SMT
Flamethrower


Joined: 06 Mar 2006
Location: On the battlefield destroying GDI and Nod

PostPosted: Wed Mar 19, 2008 12:52 am    Post subject: Reply with quote  Mark this post and the followings unread

I did that but I still am recieving a wierd error. could it be the art.ini?



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IcySon55
Commander


Joined: 19 Nov 2003
Location: Overworld

PostPosted: Wed Mar 19, 2008 1:51 am    Post subject: Reply with quote  Mark this post and the followings unread

Dupl3xxx wrote:
NOTE: use voxel bounds or whats it called to algin, never use hva posission.

Incorrect!

Proper steps:

1. Open each voxel in VXLSE3
2. For each one, go into the header properties dialog, then to the Misc tab.
3. Select Land and hit Calculate.
4. Save your voxel.
5. Delete any existing HVAs you might have.
6. Open up the voxel set in HVA builder.
7. Use HVA position to align the parts.
8. Done!

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IVI
Commander


Joined: 25 Jun 2006
Location: Feilubin

PostPosted: Wed Mar 19, 2008 8:57 am    Post subject: Reply with quote  Mark this post and the followings unread

also, I've discovered that sometimes barrels disattach from the turret (or point of pivot) while firing when its pbarrellength and primaryFLH are coded inadequately in art.ini. This might sound ridiculous to other modders, but I've fixed numerous 'detaching' barrels by editing the pbarrellength and primary FLH.

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Blade
Cyborg Commando


Joined: 23 Dec 2003

PostPosted: Wed Mar 19, 2008 11:53 am    Post subject: Reply with quote  Mark this post and the followings unread

Doesn't HVA builder actually adjust the voxel bounds anyway when it sets turret positions? It was discussed long ago that this is how it should be handled. Turrets and barrels should work without any customisation actually being saved to the hva file once saved like this.

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SMT
Flamethrower


Joined: 06 Mar 2006
Location: On the battlefield destroying GDI and Nod

PostPosted: Wed Mar 19, 2008 12:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

I fixed the barrel. But the turret is still whack, so Ill see if what you guys said worked.

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IcySon55
Commander


Joined: 19 Nov 2003
Location: Overworld

PostPosted: Wed Mar 19, 2008 1:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

Blade wrote:
Doesn't HVA builder actually adjust the voxel bounds anyway when it sets turret positions? It was discussed long ago that this is how it should be handled. Turrets and barrels should work without any customisation actually being saved to the hva file once saved like this.


I've gone through the steps I wrote many times and they work flawlessly. HVA Builder doesn't do any bound fixing at all. Why else would SMTs voxels be all out of whack? They'd work if what you said was true.

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Blade
Cyborg Commando


Joined: 23 Dec 2003

PostPosted: Wed Mar 19, 2008 7:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

He hasn't set the bounds correctly, they all look like they are all 0 centered and are offset using the turret and barrel offsets from artmd.ini with no bounds adjustment to me.It will probably look strange when it exits the war factory too.
I haven't used HVA editor before (never needed to since i always set bounds manually for turrets and such), but when turret and barrel positioning tools were discussed ages ago, me and Cannis both advised that the hva was not the correct way to set the offsets for turret and barrel position and I believe it was agreed at the time that for turret and barrel position HVA editor would actually set the bounds information. I'll download the latest version and have a look at how it behaves however since this dates back to the first release with support for turrets and barrels probably a few years ago.

Edit: I've looked at the latest HVA editor and it does have a tool for setting the bounds information (Bounds Manager). The offset here (mainly the Z and Y dimensions) should be adjusted for proper voxel alignment. The base of a body voxel should be level with XY plane by Z axis adjustment and turret and barrel should be adjusted using Z for height and I believe Y in the case of the barrel for alignment to the front of the barrel. I would advise keeing the turret central and then using turret offset to control how far back or forward it is on the body in art.ini.

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SMT
Flamethrower


Joined: 06 Mar 2006
Location: On the battlefield destroying GDI and Nod

PostPosted: Wed Mar 19, 2008 10:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

That fixed it.

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