Posted: Thu Jul 31, 2008 12:32 pm Post subject:
How to fix barrel bug/multi section voxel problem
It very annoying when you attack with unit that has barrel.
Idle
But when attack in small range. Barrels is corrupt.
I don't know why Titan's barrel not has this problem.
Another problem is ARTY. I make arty as multivoxel to mix body and barrel together. But problem is body is draw over barrel in direction NW,N,NW and E but barrel draw over body in SE,S,SW and W
I'm trying to get voxel barrels to work with SHP units (so the barrel is a voxel, while the unit and turret are an SHP, just like with the Titan) using 2tnkbarl for now to test, but it looks kind of hideous because it gives a similar problem as shown with the Mammoth Tank above.
LKO tried this as well and he's getting the same problem:
The barrel tilts at the base, while the base of the barrel should obviously be fixed in position.
Are there any experienced voxelers that know a solution for this? _________________ QUICK_EDIT
Joined: 16 Dec 2007 Location: Modding other games.
Posted: Fri Jan 21, 2011 12:18 am Post subject:
I'd normally merge gun barrels to the turret voxel to avoid this problem in the past. As for the overlapping voxel sections, I've ecountered but haven't experimented with them yet. I'm guessing it has to do with the voxel section ordering. (makes me wonder why the Mammoth MK-II voxel sections don't overlap compared to the hand made voxel sections) _________________
Quote:
Everybody knows a mod that doesn't update every ten seconds is dead.
Considering I'm actually trying to replace an SHP barrel with a voxel barrel, merging the barrel with the turret would basically mean going back to the situation I started from.
The reason I want to replace the SHP barrel with a voxel barrel is to allow it to tilt, since arcing projectiles look really awkward when coming from a barrel that points straight forward.
Also, overlapping voxel sections isn't a problem I'm having (there's only 1 voxel section after all, which overlaps the SHP part of the unit just like it should) and I'm not sure if GameMaster0000 is still waiting for an answer to his 3 year old question (not that it'd hurt to provide a solution for that as well if anyone has one). _________________ QUICK_EDIT
I still wait for answer. But now I merge into 1 voxel to fix problem. _________________ Tiberian Sun : True Power - Reality Power Of 5 Factions... QUICK_EDIT
FireAngle= ;default angle to raise barrel above direct line to targe [in degrees] (def=10)
BarrelLength= ;length of barrel expressed in 1.5 inch increments (def = 0)
BarrelOffset= ;barrel pivot point [distance from center-base along X (horz) axis and Y (vert) axis] _________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
the rules.ini keys are for buildings only
the art.ini keys are for the starting point of the bullet only (to enhance PrimaryFireFLH etc and compensate the tilting barrel)
ShareBarrelData is for Voxel debris only
FireAngle is the default standing angle of the barrel when the weapon is not fired, but won't help here either.
The last two BarrelLength and BarrelOffset don't exist. (only with a P for primary and S for secondary in front of the name make them correct art.ini keys) _________________ SHP Artist of Twisted Insurrection: Nod buildings
Sorry for the bump, but a solution or explanation for this problem would be really helpful. _________________ SHP Artist of Twisted Insurrection: Nod buildings
[LANCERDEP]
...
TurretOffset=40
PrimaryFireFLH=34,0,70 ;170,0,70 ; Adjusted values for PBarrelLength
PBarrelLength=136 ;1 ; Enabling this value back to fix barrel bug
TurretNotExportedOnGround=yes ; Testing...
From my old comments I'd guess PBarrelLength fixes it? Btw, does anyone know what TurretNotExportedOnGround actually does? _________________ QUICK_EDIT
I'd normally merge gun barrels to the turret voxel to avoid this problem in the past.
As an aside, there is a good reason not to do this - when the unit is positioned on a slope, the barrel will not move up or down to compensate for a target's location. QUICK_EDIT
The PBarrelLength / SBarrelLength can mess up the location of the firing anim a little. I think that using both PBarrelLength and PrimaryFireFLH give the best results. Eg. the Titan in my mod used to have PrimaryFireFLH=260,-50,152, so I divided the forward value between the two, PrimaryFireFLH=110,-50,152 and PBarrelLength=150. PBarrelLength also determines how much the barrel will tilt, a bigger value means it will point more towards the ground, while a lower value will tilt the barrel less. Too low a value will cause the bug shown in the 1st post though. _________________ QUICK_EDIT
Make sure your offset in hva builder is correct as well. Offset determines where on a voxel the "origin" is as far as rotation is concerned.
Also, make sure that you correctly calculate voxel bounds in the voxel editor. _________________ You come for the modding but you stay for the Crap Forum. QUICK_EDIT
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