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How to fix barrel bug/multi section voxel problem
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GameMaster0000
Missile Trooper


Joined: 23 Mar 2006
Location: Thailand

PostPosted: Thu Jul 31, 2008 12:32 pm    Post subject:  How to fix barrel bug/multi section voxel problem Reply with quote  Mark this post and the followings unread

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 will upload my fixed ARTY too.



arty.zip
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 Filename:  arty.zip
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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Thu Jan 20, 2011 9:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

Tiny bump.

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?

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Roaches
Cyborg Commando


Joined: 16 Dec 2007
Location: Modding other games.

PostPosted: Fri Jan 21, 2011 12:18 am    Post subject: Reply with quote  Mark this post and the followings unread

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)

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Fri Jan 21, 2011 12:33 am    Post subject: Reply with quote  Mark this post and the followings unread

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).

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GameMaster0000
Missile Trooper


Joined: 23 Mar 2006
Location: Thailand

PostPosted: Fri Jan 21, 2011 3:03 am    Post subject: Reply with quote  Mark this post and the followings unread

I still wait for answer. But now I merge into 1 voxel to fix problem.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Fri Jan 21, 2011 4:03 am    Post subject: Reply with quote  Mark this post and the followings unread

dont know how much this info will help, but have you guys looked into all these tags?

Rules.ini tags

FireAngle= ;pitch of projectile launch and barrel [0 = horizontal, 64 = vertical] (def=50)

BarrelAnimIsVoxel=
VoxelBarrelFile=
VoxelBarrelOffsetToPitchPivotPoint=
VoxelBarrelOffsetToBuildingPivotPoint=
VoxelBarrelOffsetToRotatePivotPoint=
VoxelBarrelOffsetToBarrelEnd=
VoxelBarrelScale=

Art.ini flags

PBarrelLength=
PBarrelThickness=
SBarrelLength=
SBarrelThickness=
ShareBarrelData=

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]

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Jan 21, 2011 9:26 am    Post subject: Reply with quote  Mark this post and the followings unread

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)

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Jun 24, 2011 8:46 am    Post subject: Reply with quote  Mark this post and the followings unread

Sorry for the bump, but a solution or explanation for this problem would be really helpful.

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SuperJoe
Commander


Joined: 03 Sep 2009

PostPosted: Fri Jun 24, 2011 9:32 am    Post subject: Reply with quote  Mark this post and the followings unread

I recall having the turret problem long time ago with my deployed hover lancer (the other vehicle beside mammoth shown in pic), but I got rid of it.



Here's the art.ini code for mammoth and the lancer

Code:

[4TNK]
Cameo=MAMMYICON
Voxel=yes
Remapable=yes
PrimaryFireFLH=48,32,102  ;40,32,96
SecondaryFireFLH=-6,82,132  ;-32,80,120
PBarrelLength=192

[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?

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Fri Jun 24, 2011 10:36 am    Post subject: Reply with quote  Mark this post and the followings unread

Roaches wrote:
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.

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SuperJoe
Commander


Joined: 03 Sep 2009

PostPosted: Fri Jun 24, 2011 1:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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Regulus
Commander


Joined: 16 Feb 2008
Location: The Lone Star State

PostPosted: Fri Jun 24, 2011 5:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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