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GDI Titan MK2 (Need help with hva)
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asvnix
Grenadier


Joined: 14 Dec 2008
Location: EXUSSR

PostPosted: Tue Jul 28, 2009 3:19 pm    Post subject:  GDI Titan MK2 (Need help with hva)
Subject description: it's not working properly ingame
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I need help with this Titan. I made animation and it looks good enough in HVA builder. But ingame it works absolutly wrong. What am I doing wrong, where is my mistake?
P.S.
Don't look on the texture, I don't care about it in this moment, I'll remap it lately.



titanmk2hva.jpg
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titanmk2hva.jpg



gdititanmk2_unfinished.zip
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 Filename:  gdititanmk2_unfinished.zip
 Filesize:  89.79 KB
 Downloaded:  134 Time(s)


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ronco
Cyborg Firebomber


Joined: 08 Mar 2009
Location: solingen germany

PostPosted: Tue Jul 28, 2009 3:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

the walk anim looks ok in my game but the turret is to small i think and if you made the barrel in turret section it will look more constant... i use WalkRate=2 with speed 6

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asvnix
Grenadier


Joined: 14 Dec 2008
Location: EXUSSR

PostPosted: Tue Jul 28, 2009 3:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

WalkRate=2 ; what is this?????????????

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ronco
Cyborg Firebomber


Joined: 08 Mar 2009
Location: solingen germany

PostPosted: Tue Jul 28, 2009 4:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

with WalkRate can you set the speed with your animation will be played

WalkRate=1 or without this tag means full speed (too fast for the moust animations )


WalkRate=2 slower


WalkRate=3 slow


WalkRate=4 very slow ^^

use it in rules ini

[TITANMK2]
UIName=Name:TITANMK2
Name=Titan MK2
Category=AFV
WalkRate=2
...
...
...

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asvnix
Grenadier


Joined: 14 Dec 2008
Location: EXUSSR

PostPosted: Tue Jul 28, 2009 5:21 pm    Post subject:   Reply with quote  Mark this post and the followings unread

this is how it looks ingame



titaningame_unfinished.jpg
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titaningame_unfinished.jpg



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ronco
Cyborg Firebomber


Joined: 08 Mar 2009
Location: solingen germany

PostPosted: Tue Jul 28, 2009 6:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

i tested it in RA2YR ... dont know why it looks like this in TS ... mybe there is a max height ....

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asvnix
Grenadier


Joined: 14 Dec 2008
Location: EXUSSR

PostPosted: Tue Jul 28, 2009 6:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

ronco wrote:
i tested it in RA2YR ... dont know why it looks like this in TS ... mybe there is a max height ....

It's RA2YR, but with TS environment
Can you post the full code you use for it?

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ronco
Cyborg Firebomber


Joined: 08 Mar 2009
Location: solingen germany

PostPosted: Tue Jul 28, 2009 7:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

its nothing special just grizzlys code #Tongue... but how i say your turret is to small IMO... in RA2 things look a tad slimmer then in HVA editor .. i guess its because the normals and maybe the HVA editor uses TS Voxel thickness...


art
[TITANMK2]
Voxel=yes

rules
[TITANMK2]
UIName=Name:TITANMK2
Name=Titan MK2
Prerequisite=GAWEAP
Primary=105mm
Strength=300
Category=AFV
WalkRate=2
Armor=heavy
Turret=yes
IsTilter=yes
Crusher=yes
TooBigToFitUnderBridge=true
TechLevel=2
Sight=8
Speed=6
CrateGoodie=no
Owner=British,French,Germans,Americans,Alliance
Cost=700
Soylent=700
Points=25
ROT=5
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=GenAllVehicleSelect
VoiceMove=GenAllVehicleMove
VoiceAttack=GenAllVehicleAttackCommand
VoiceFeedback=
DieSound=GenVehicleDie
MoveSound=GrizzlyTankMoveStart
CrushSound=TankCrush
MaxDebris=2
; origional - Locomotor={55D141B8-DB94-11d1-AC98-006008055BB5}
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
;MovementZone=Destroyer ;gs FLAW needs to be changed to this when The Flaw is fixed
MovementZone=Normal
ThreatPosed=15 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Accelerates=false
ImmuneToVeins=yes
Size=3
OpportunityFire=yes
ElitePrimary=105mmE
BuildTimeMultiplier=1.5;Individual control of build time



ig.png
 Description:
EDIT: this mech in ts and ra2 you see the thikness difference ... its exactly the same voxel
 Filesize:  22.31 KB
 Viewed:  3869 Time(s)

ig.png



Unbenannt-2.png
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Unbenannt-2.png



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asvnix
Grenadier


Joined: 14 Dec 2008
Location: EXUSSR

PostPosted: Tue Jul 28, 2009 8:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

You have wrong ingame animation also Sad

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ronco
Cyborg Firebomber


Joined: 08 Mar 2009
Location: solingen germany

PostPosted: Tue Jul 28, 2009 10:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

oh ok now i see your problem ... but i dont know whats made wrong ... meybe u need to delete the hva and made the anim again :S

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Roadwarrior
Energy Commando


Joined: 15 Jan 2007
Location: Oklahoma

PostPosted: Wed Jul 29, 2009 6:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

You could make it a .Shp, that mifgt fix it.

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Holy_Master
Commander


Joined: 21 Jul 2004
Location: Thailand

PostPosted: Wed Jul 29, 2009 6:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

if some one can give it model [KW model] to me i'll render it as shp for public. Wink

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asvnix
Grenadier


Joined: 14 Dec 2008
Location: EXUSSR

PostPosted: Wed Jul 29, 2009 7:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

Holy_Master wrote:
if some one can give it model [KW model] to me i'll render it as shp for public. Wink

What do you mean KW model? 3Ds?

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Holy_Master
Commander


Joined: 21 Jul 2004
Location: Thailand

PostPosted: Wed Jul 29, 2009 9:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

yes

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asvnix
Grenadier


Joined: 14 Dec 2008
Location: EXUSSR

PostPosted: Thu Jul 30, 2009 6:05 am    Post subject: Reply with quote  Mark this post and the followings unread

Here it is



titanmk2E.zip
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 Filename:  titanmk2E.zip
 Filesize:  28.27 KB
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Holy_Master
Commander


Joined: 21 Jul 2004
Location: Thailand

PostPosted: Thu Jul 30, 2009 7:20 am    Post subject: Reply with quote  Mark this post and the followings unread

thank you. now i check on model already and found the texture cant apply on model correctly [this's only 1 problem that make me cant work on it so easy] . how ever i'll see more how i can working on them.

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asvnix
Grenadier


Joined: 14 Dec 2008
Location: EXUSSR

PostPosted: Thu Jul 30, 2009 7:34 am    Post subject: Reply with quote  Mark this post and the followings unread

Holy_Master wrote:
thank you. now i check on model already and found the texture cant apply on model correctly [this's only 1 problem that make me cant work on it so easy] . how ever i'll see more how i can working on them.

I also don't know how to apply that textures. And it's one more thing, that textures are not in BMP format.

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Holy_Master
Commander


Joined: 21 Jul 2004
Location: Thailand

PostPosted: Thu Jul 30, 2009 7:57 am    Post subject: Reply with quote  Mark this post and the followings unread

now i checking more on model and found texture isn't problem but problem is about model that lost their rig [this isn't big trouble ] and broke [this's real problem].


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