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Voxel not positioned properly
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Dan-z0rZ
Medic


Joined: 21 Dec 2008
Location: Australia

PostPosted: Mon Jul 06, 2009 8:14 am    Post subject:  Voxel not positioned properly
Subject description: I need a hand
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Hey, I dunno why, but the voxel I downloaded is not positioned properly ingame. I doubt it is a hva problem as I copied the hva of a unit with similar traits eg. aircraft.

To illustrate my problem:



Screenie.PNG
 Description:
As you can see, fail and aids.
 Filesize:  31.24 KB
 Viewed:  2133 Time(s)

Screenie.PNG



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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Mon Jul 06, 2009 10:54 am    Post subject: Reply with quote  Mark this post and the followings unread

You need to make an entirely new .HVA for new units and align them properly to the axis using the HVA positioning tool. You can't just use a pre-existing units .HVA file.

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Dan-z0rZ
Medic


Joined: 21 Dec 2008
Location: Australia

PostPosted: Mon Jul 06, 2009 11:32 am    Post subject: Reply with quote  Mark this post and the followings unread

It works now, Thanks man, all I needed was a prod in the right direction =D
It's weird, I've gotten away with not making hva's until now.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Jul 06, 2009 12:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

do you modified your select.shp?
If not, can you tell me how you got the blue selection box. IIRC were there unused blue selection boxes in the original select.shp and i never found them used ingame. (or was it a blue pip for healthbars , i'm confused Confused )

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0warfighter0
Commander


Joined: 07 Dec 2007
Location: Belgium, Haasdonk

PostPosted: Mon Jul 06, 2009 12:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

It were blue pips.
He did modify the select.shp file, I'm shure of it.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Jul 06, 2009 12:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

yep you're right. i just took a look into the select.shp and it only has unused frames, but no blue ones.

But do you know for what are the blue healthbar pips? The small ones are used for blue tiberium on harvester but the big blue building pips seem to be completely unused. Maybe WW wanted to show different types of tiberium in the silo storage bar too and didn't activated this feature. Or there was some kind of shield effect planned.

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X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

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Dan-z0rZ
Medic


Joined: 21 Dec 2008
Location: Australia

PostPosted: Tue Jul 07, 2009 8:14 am    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
do you modified your select.shp?


Yep, I'm alright at simple things like that.

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Blade
Cyborg Commando


Joined: 23 Dec 2003

PostPosted: Tue Jul 07, 2009 8:30 am    Post subject: Reply with quote  Mark this post and the followings unread

This isn't a hva issue, its a voxel bounds issue (although confusingly, the OSHva editor or whatever its called can alter the voxel bounds). The only time you should need a custom hva is for multisection voxels with animations.

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